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Whenever a spell, spell-like ability, supernatural ability, or magic 


item functions, the threads of the Weave intertwine, knit, warp, 


tial energy lies untapped in every rock, every 


twist, and fold to make the effect possible. When characters use div* 


stream, every living creature, even the air itself. Raw magic is the 


ination spells such as detect magic , identify , or analyze dweomer , 


frozen stuff of creation, the mute and mindless will of being, suf- 


they glimpse the Weave. A spell such as dispel magic smooths the 


fusing every bit of matter and present in every manifestation of 


energy throughout the world. 


Weave, attempting to return it to its natural state. Spells such as 
antimagic field rearrange the Weave so that magic flows around. 


Magic permeates the peoples of Faerun as well as the lands. Every 


rather than through, the area affected by the spell. 


town is home to mighty temples venerating the deities and housing 


Areas where magic goes awry, such as wild magic zones and dead 


clerics who call upon divine power to heal injury, ward against evil. 


magic zones, represent damage to the Weave. 


and defend the lives and property of the faithful. Subtle and astute 


wizards stand by (and sometimes behind) the throne of every land. 


turning their formidable powers to the service of their lords. Aber 


wild MCIPMC 


r 


rations made by ancient magic seethe and hunger in the dark spaces In some areas of Toril, the Weave is so warped or frayed that magic does 


beneath the world’s surface, awaiting the chance to feed. Even the 


not function reliably. This damage may be due to some magical disaster. 


most unimaginative fighter or most brazen rogue quickly learns to 


respect the power of magic, or sees her career as an adventurer come 


such as those that were common durmg the Time of Troubles in 13f8 
DR, or due to some powerful effect that distorts the Weave, such as a 


to a spectacular and ghastly end. 


mytbal (see Elven High Magic, below ). Most zones of wild magic crcat- 


The weave 


ed during the Time of Troubles have since disappeared, but small pock¬ 


ets of w ild magic remain, especially underground and ui wilderness areas. 


Mortals cannot directly shape raw magic. Instead, most who wield 
magic make use of the Weave. The Weave is the manifestation of 
raw magic, a kind of interface between the will of a spcllcastcr and 
the stuff of raw magic. Without the Weave, raw magic is locked 
away and inaccessible—an archmage can’t light a candle in a dead 


Detecting Wild Magic Zones 


Wild magic zones are generally unnoticed until they make some spell 


or effect go awry. A character who views a wild magic zone with a 


detect magic spell detects the presence of magic on the first round 


and the existence of a wild magic zone on the second. If the charac¬ 


magic zone. But, surrounded by the Weave, a spcllcastcr can shape 


lightning to blast her foes, transport herself hundreds of miles in 


ter studies the area for 3 rounds, he can attempt a Spcllcraft check 
('DC 2f) to determine the exact borders of the affected area. 


the blink of an eye, even reverse death itself. All spells, magic items. 


Some clever wizards use existing wild magic zones to defend their 


spell-like abilities, and even supernatural abilities such as a ghost’s 


towers or strongholds. With careful study, they chart the boundaries 


ability to walk through walls, depend on the Weave and call upon it 


of the w ild magic effect and then use this information to best advan 


in different ways. 


fage when fighting on their home ground against enemy spelleasers. 


S4- 

















































































J 



M AG IC 




Effects of Wild Magic Zones 

• % 

Any spell or spell-like ability whose caster is within a wild magic 
zone is vulnerable to the effects of wild magic. (Wild magic does not 
affect supernatural, extraordinary, or natural abilities.) The caster 
must roll a caster level check (DC IT + spell level). For a magic item, 
use its caster level for the caster level check. 

If the caster level check fails, roll on Table 2-1: Wild Magic 
Effects to determine if the spell actually goes awry, and if so, how. 
Spells or spell-like abilities cast from outside a wild magic zone, at 
targets inside the zone are not affected by the zone, nor are mobile 
effects brought into a wild magic zone. Only magic originating 
inside the zone is affccted. 

Tab 2— i: Wild Mac; i c Effects 

d% Effect* 

01-10 The spell rebounds on the caster with normal effect. If 

the spell cannot affect the caster, it fails. 

11-2T The spell affects a random target or area. The DM should 

randomly choose a different target from gmong those in 
range of the spell or relocate the point of origui of the spell 
to a random place within range of the spelL To generate the 
direction in which the point of origin is moved randomly, roll 
ld8 on the Grenadelike Weapons diagram on page 158 of the 
Tlayers Handbook To generate how far the point of origin is 
moved from its intended position randomly, roll 5d6. Multi¬ 
ply the result by T feet for close-range spells, 20 feet for 
medium-range spells, or by 80 feet for long-range spells It is 
possible for the spell effect to extend outside the wild magic 
zone; however, its point of origin cannot exceed its range. If 
the result generated would do that, adjust the point of origui 
to the limit of' the range in the randomly generated direction. 
Spells whose range is personal or touch simply fail. 


26-40 Nothing happens. The spell does not function. Any material 

components are used up. The spell or spell slot is used up, and 
charges or uses from an item or spell-like ability are used up. 
41-TO Nothing happens. The spell does not function. Any material 

components are not consumed. The spell is not expended from 
/ the casters mind. (Thus,, a spell slot or prepared spell can be 
used again.) An item does not lose charges, and the use docs not 
count against an item’s or spell-like ability’s use limits. 

Tl-TT The spell functions, but shimmering colors swirl around the 

caster in a 50-foot radius for ld4 rounds. Consider this ag//7- 
terdust effect with a save DC of 10 + spell level of the spell 
that generated this result 
T6-8T The spell functions normally. 

86-9T The speli functions normally, but any material components 

/ ■are not consumed. The spell is not expended from the 
caster’s mind. (Thus, a spell slot or prepared spell can be used 
again.) An item doeS^not lose any charges that would have 
been expended, and the use does not count against an item’s 
or spell-like ability’s use limits. * 

96-100 The spell functions at increased strength. Saving throws 

against the spell suffer a -2 penalty. The spell is maximized 
as if with the Maximize Spell feat. If the spell is already 
maximized, this result has no further effect. 

Suppressing Wild Magic 

Through hard-earned experience, Faerun’s spellcasters have stumbled 
across a couple of methods for dealing with a wild magic zone. An 
area dispel use of dispel magic cast into a.wild magic zone causes 
magic in the area covered by the spell to function normally for ld4 
minutes. An area dispel use of greater dispelling causes magic to work 
normally for Id4xl0 minutes. A wish or miracle spell permanently 
repairs all w;ild magic zones in a 50-foot-radius area (or a 50-foot- 



Open any three books describing the magic and mage lore of 
Faerun, and you’re apt to find three conflicting accounts of the 
origins and true nature‘t>f magic. Some of this apparent contra¬ 
diction is deliberate false hood designed to restrict the mastery of . 
magic to those beings properly trained. Much of the rest of it 
arises from strange view* or outright mistakes often unwittingly' 

reproduced by latdr scholars. . .u 

Hear now the truth of things, as best it is understood. To speak 
amply, all known worlds and planes swarm with ever-present ener¬ 
gies. Large and small, free-flowing or bound by physical barriers or 
magical effects (themselves merely energies shaped and designed to 
restrict or hold other energies), these surges, and dissipations of 
energy give light and life and movement to everything. They are 
the stuff of life itself, and they would be present even if all living 
and once-living things on Toril were stripped away to bare rocks. 

What some folk refer to as magic and wizards speak of as the 
Art is the means by which some beings can call on the ever-pres¬ 
ent .energies and wield them to create effects. Sorcerers do this 
instinctively through an innate gift and the incredible force of 
their personalities. Bard songs waken echoes of the songs of begin¬ 
ning, the music of creation itself: Wizard's construct processes— 
spells—enabling them to bend the Weave to their will in order to 
do what they desire. The divine powder infusing any cleric holding 
the spells of her god or goddess can do the same, shaping the 


Weave through the Holy (or unholy) power granted h*.*r. 

Many types of magic-r-rune magic, shadow' magic (not to be 
confused with the Shadow Weave.), gem magic, elemental magic, 
even the elven high magic of old—have been spoken ol down the 
years, but these are all merely different processes or paths to the 
same mastery of natural energies. This endless, ever-shifting web 
of forces is known as the Weave. Humans refer to the entity or 
awareness that is bound to the Weave of Toril as Mystra, and wor- 
ship her as their goddess of magic. - ^ * 

The present Mystra is a recently ascended mortal woman, who 
took over from her exhausted predecessor during the Time of 

m a 

Troubles. Mystra exists to give magic to all creatures and to con¬ 
trol its use. In ancient times, the archmages of Nethcril ignored 
the dictates of Mystryl, goddess of magic at the time. One, the 
wizard Karsus the Mad, tried to seize divinity by the casting of 
mighty spells that would have wrecked Toril’s.Weave. Mystryl sac¬ 
rificed herself* to save the- Weave. Her successor Mystra decreed 
that no mortals would be allowed to wield such terrible magic 
again—and that decree holds'*© this day; 

Mystra wards the Weave against those powerful or reckless 
enough to dartiage it further. Until the world changes or the 
divine powers themselves lay down their guardianship over human 
affairs, the high and perilous magic of the past remains locked 
awayvpnder Mystra’s eye. 













Magic 





radius portion of a larger wild magic zone). None of these spells, how¬ 
ever, are^effcctive against wild magic effects caused by a mythal. 

Dead Ma^ic 

In some areas of Tcril, the Weave is absent altogether. The Weave has a 
tear or hole, and die area effectively lias no magic at alL Like the rare wild 
magic zones, many regions of dead magic were created during the Time 
of Troubles and have since faded or retreated Dead magic zones often 
persist in places where extreme concentrations of magical power were 
abruptly scattered or destroyed—in the,vicinity of a shattered mythal , 
at the spot where an artifact was broken, 6r at the scene of a god’s death. 


Detecting Dead Magic 

Spellcasters and creatures with spell-like or supernatural abilities 
immediately notice when they enter a zone of dead magic. Spell- 
casters are attuned to the Weave, and they feci uneasy and uncom¬ 
fortable in dead magic zones. A Weave user can take a move- 
equivalent action to note the exact boundary of a dead magic zone. 
Shadow Weave users are not attuned to the Weave and experience 
no such unusual sensations in regions of dead magic. 

Any spellcaster. Weave or Shadow Weave, can use a detect magic 
spell to delineate the extent of any dead magic within the spell’s range. 
Naturally, a Weave user must be outside the affected area in order to 
employ this tactic. 


Effects of Dead Magic 


A dead magic zone functions in most respects as an antimagic field 
spell, except that it does not impede the spells or spell-like abilities 
of Shadow Weave users, nor does it interfere with the operation of 
Shadow Weave magic items. Divination spells cannot detect subjects 
that are within dead magic zones. Finally, it isn’t possible to use a ' 
teleportation effect to move into or out of a dead magic zone. 

A dead magic area cannot temporarily be returned to normal function. 

A wish or miracle spell permanently repairs all dead magic zones in a 30- 
f oot-radius area (or a 30-foot-radius portion of a larger dead magic zone) 



is the raw energy of the Weave. It can be manipulated in two 
stra gives the silver fire ability to her Chosen and certain other 
ervants. The spellfire ability—the wielding of true spellfire—is 


by far the more powerful of tliese rare and precious talents It is a random 
gift bestowed upon only a handful of women and men in a generation, 
Spellfire in any form is refined, controlled raw' magic. In benefi¬ 
cent manifestations, it is a font of silver light and healing energy. 
In .battle, it is a searing blue white jet of all-consuming radiance. 

Silver Fire 

This powerful supernatural ability is unique to the Chosen of 
Mystra. Manifesting as a beautiful silver-white flame that sur¬ 
rounds the wielder and fills the area into which it is projected, silver 
f ire can be used for different effects. It can act as a ring of warmth 
or a ring of mind shielding, allow the user to breathe w'ater, or 
banish all external magical compulsions upon the user as if a greater 
dispelling spell were cast upon her. Only one of the above effects can 
be used at any time. / 1 

The'user can call upon silver fire to revitalize her, allowing her 
to function without food or drink for up to seven days. (This func¬ 
tion can only be used once a tenday.) Once every 70 minutes she 
may unleash silver fire as a blast of flame. This blast may be in an 
area f feet w ide and up to 70 feet long, breaking through barriers as 
a lightning holt would and overcoming magical barriers and spell 
resistance automatically. This blast deals 4dl2 points of fire damage 
(Reflex half DC 23) Alternately, the silver fire can be unleashed in 
a "0-foot cone, dealing no damage but permanently restoring dead 
magic zones within the cone to normal and dispelling (as a greater 
dispelling spell) any antimagic field effects that contact the cone. 
This cone effect is draining on the Weave, and Mystra discourages 
its use except for emergencies. 

All effects function as if cast by a 20th-level sorcerer. 


Spellfire 

£ 

Persons gifted with the spellfire ability can do amazing things, 
dependent upon their skill, talent, and the amount of magical 
energy they have within them at the time. In general, spellfire can 
be used to heal, create blasts of destructive fire, or absorb magical 
effects it contacts, although the exact effects vary by circumstance 
and user. Talented wielders can release multiple blasts at once or 
even fly using the ability. 

A spellfire wielder can ready an action to absorb spells targeted 
at her as if she were a rod of absorption. She gets one level of spell- 
fire energy for every spell level absorbed and can store a number 
of spellfire energy levels equal to her Constitution score. 



Right or wrong, legend^ hold that only one person in all Faerun is 
gifted with true spellfire at a time. Gossip identifies that one 
person today as the lass Shandril Shessair, an orphaned kitchen- 
maid from a tavern in Highmoon of Deepingdale. 

Shandril has spellfire,yes, and a hundred mages hound her for* 
it, Zhcntarim and Thayans and Cult of the Dragon and independ¬ 
ents, slaughtering each other in their ruthless pursuit of her power. 
Learn this, if you heed nothing else in this book: Legends lie. 

Mystra’s Chosen w'ield lesser spellfire, if they care to call on it, 
and some among them command true spellfire. 

A mage hiding'in the Border Kingdoms possesses true spellfire, 
and a cruel and arrogant noble of Chessenta, and the wizard R— 
but I’m sure you grasp my point. ' 

In the early Sword Coast North, the ranger Haelam Sunder- 


stone undoubtedly possessed spellfire. He stood alone against an 
ore horde pouring south past the Coldwood—and turned them 
into smokes and scorch scars. 

I could go on. So can anyone who cares to spend the years in 
study at Candlekeep that I did fx?forc I chose to flee to this name¬ 
less backwater keep and cloak myself in squalor and obscurity. 

Why did I-spend my fortune and my eyesight, and then steal 
away to here, to grow wizened and ugly and bent? 

Why? Well, because I have true spellfire too, of course. Come 
looking for me, and I will blast you to dust, and then lay waste to 
all your descendants, ancestors, and the realm you came from, 
every last tree and stone of it. Why? Well, it’s what I usually do. * 

— Baerendra River hand, Sage of Spandeliyon 

















Magic 



As a standard action, she may expend these spellfire energy levels 
as a ranged touch attack (maximum range 400 feet), dealing ld6 


damag 


half 


just like the damage of a flame strike spell is half fire and half 
divine energy. Creatures with immunity, resistance, or protection 
against fire apply these effects to half the damage. 

A spellfire wielder can also heal a target by touch, restoring 2 hit 
points per spellfire energy level expended for this purpose. 

Unlike most supernatural abilities, spellfire is affected by spells 
and magic items that affect spell-like abilities, such as a rod of 
absorption or a rod of negation (if pointed at the manifestation 
rather than the wielder). It can be thwarted or counterspelled by 
dispel magic , and theoretically a spellfire wielder could counterspell 
another’s spellfire. However, spellfire is a supernatural ability and 


used 


ject 


secret Lore 


Since the days when elves, dwarves, giants, and dragons ruled a 
Faerun of trackless forest and unspoiled wilderness, those who could 
manipulate the Weave have sought deeper understanding, greater 
power, and hidden knowledge in the hope of gaining an advantage 
over their enemies. The early human empires were no different. The 
Imaskari mastered the lore of gates and portals , transporting thou¬ 
sands of hapless slaves from other worlds to serve their arcane 
might. The Netherese studied the art of devising magic devices, cre¬ 
ating marvels and terrors that still slumber under the sands of 
Anauroch. The Raumathari blighted Faerun forever by summoning 
hordes of ore warriors to serve in their war against old Karfell and 
then losing control of their own warriors. 

Wizards dream of secret schools of magic, paths of spells made 
possible by a new’ understanding of the Art, and forbidden studies 
leading to awesome new powers. Dozens of paths to power and 
understanding have been tried and abandoned, and new research 
some founded in meticulous study, some inspired by fevered flights 
of horror—routinely unveils some new’ methodology of arcane spell¬ 
casting or results in spells never.bcfore>seen in Faerun. 

Stories abound of the legendary spells of old Netheril and the van¬ 
ished elven realms, spells whose power dwarfed that of the mightiest 
wish possible today. Wizards have unlocked the secrets of a dark Weave 
unfettered by Mystra’s power, clerics and adepts draw potent spells 


with runes, and the wreckage of ancient dweomers lie scattered across 
the land in the form of a portal network riddling the fabric of space. 

The shadow weave 

During the course of her eternal war with the goddess Selune, the 
goddess Shar created the Shadow’ Weave in response to Seiunc’s cre¬ 
ation of Mystra and the birth of the Weave. If the Weave is a loose 
mesh permeating reality, the Shadow Weave is the pattern formed 
by the negative space between the Weave’s strands. It provides an 
alternative conduit and methodology for casting spells. 

Shar, being the goddess of secrets, has mostly kept the secret of 
the Shadow Weave to herself. Over the millennia some mortals, 
mainly her servants, have been allowed to discover the Shadow 
Weave or have stumbled across it in their researches. 

Shadow Weave users enjoy several advantages.-First, they ignore 
disruptions in the Weave. A Shadow’ Weave effect works normally 
in a dead magic or wild magic zone. (An antimagic field , which 
blocks the flow' of magic, remains effective against Shadow Weave 
magic, as docs spell resistance.) Skilled Shadow Weave users are able 
to cast spells that are extraordinarily difficult for Weave users <o 
perceive, counter, or dispel. 

Shadow Weave users also suffer some disadvantages. First, Shar 
has full control over the Shadow’ Weave and can isolate any creature 
from it or silence it entirely without any harm to herself. Second, 
the secrets of the Shadow Weave are disquieting and injurious to the 
mortal mind. Withdut assistance from Shar, a Shadow Weave user 
loses a bit of his or her mind. Third, while the Weave serves equally 
well for any kind of spell, the Shadow Weave is best for spells that 
sap life or muddle the mind arid senses, and is unsuited to spells that 
manipulate energy or matter—and cannot support any spell that 
produces light. (See the Shadow Weave Magic feat in Chapter 1: 
Characters fpr details.) 

Finally, the more familiar a mortal becomes with the secrets of the 
Shadow Weave, the more divorced she becomes from the Weave. An 
accomplished Shadow Weave user can work spells that Weave users find 
difficult to detect, dispel, or counter, but the Shadow' Weave user also 
becomes similarly unable to affect spells worked through the Weave. 

Shadow Weave Magic Items 

Magic items created by those who use the Shadow’ Weave are rare 
and dangerous. Only the clergy of Shar and Shar’s few arcane devo¬ 
tees create any number of Shadow Weave items. Shadow adepts unal- 



At any time in Faerun, one wizard is anointed by Mystra and 
Azuth as the Magister. Most believe that this office is usually 
gained through competition (seizing it from the incumbent in an 
often fatal spell duel). Holding it confers special powers on its 
;r. It also imperils its holder by making him or her the target 


of many ambitious and powerful mages all over Faerun. 

The Magister is^the personal champion of Mystra. This doesn’t 
mean the Magister fghts on Mystra’s behalf, but rather that the 
office is intended to further the influence and power of Mystra by 
making magic more available to any who would seek to know its 
secrets. Magisters often goad or teach other wizards to develop 
new spells, improve old ones, and increase their own magical 
powers as pupils or challengers of the Magister. 

A Magister gains special powers and access t& many spells 


unknown to normal wizards and sorcerers. Mages w r ho come from 
competitive lands such as Thay inevitably see ascensicfti to Magis¬ 
ter as a way to become the most powerful wizard in Faerun. They 
crave the special powers of the office to use them to slay old Joes 
and potential rivals and to seize any magic that interests them. The 
violent history of the office reflects the ambitions of such deadly 
and selfish wizards. However, Magisters who allow themselves to 
be guided by .higher purposes arc taught, cajoled, and guided per 
sonally by the god Azuth, and given tasks that spread magic. 

^ 4 —. 

To most mortals of Faerun, a serving Magister is someone who 
appears w ithout warning to bestow magic, issue a warning, or hurl 
or prevent a spell. Why create Magisters, and have them behave 
thus? As the old wizards* maxim says: “Gods work in mysterious 
w’ays, and magic is the greatest mystery of all.” 























Magic 




lied to Shar’s church are rare and reclusive enough that only a hand¬ 
ful of mqgic items are manufactured as Shadow Weave items. 

Shadow Weave items are nearly identical to items created by 
Weave users, but the differences are profound. 

Spell-like effects generated from Shadow Weave items have the 
same benefits and limitations that a Shadow Weave spellcastcr has: 
Eilccts from the schools of Enchantment, Illusion, and Necroman¬ 
cy gain a +1 bonus on their save DCs and a +1 bonus on caster level 
checks to overcome spell resistance. The same benefits apply to 
effects with the darkness designator. Effects from the schools of 
Evocation and Transmutation have {heir caster levels reduced by 
one (though their costs are based on the original caster level). The 
reduced caster level affects the spell’s range, duration, damage, and 
any other level-dependent variables the effect might have. The 
effect’s save DC is reduced by -1 and caster level checks to overcome 
spell resistance suffer a -1 penalty. The DC to dispel Evocation or 
Transmutation effects from a Shadow Weave item is 11 + the 
reduced caster level. In general. Shadow Weave users do not bother 
to create items that include Evocation or Transmutation effects. 

Shadow Weave items cannot generate effects with the light designator. 

Shadow Weave items can pose a serious danger to users who are 
not familiar with the mysteries of the Shadow Weave. Activating a 
Shadow Weave item through spell completion, spell trigger, or com- 
mand word deals ld4 points of temporary Wisdom damage to the 
user unless the user has the Shadow Weave Magic feat. A use-acti¬ 
vated Shadow Weave item deals 1 point of temporary Wisdom 
damage the first time it is used each day unless the user has the 
Shadow* Weave Magic feat. If the item functions continuously, the 
temporary Wisdom damage occurs at dusk each day or when the 
user takes off or puts aside the item, whichever comes first. 

eh/en Hiah mq^ic 

In ancient times, before the Weave took on its present form, the rules ' 
of magic were different. Many beings experimented with powerful 
dw’eomers that produced larger and much more potent effects than are 
possible today. Many minor and major artifacts date back to these times. 

just as one can find ancient artifacts scattered across Faeriin, one also 
can find ancient and powerful magical effects still lingering (and usual¬ 
ly functiomng erratically) today. The most famous of these is the 
mythal of Myth Drannor (see the section on the forest of Cormanthor 
in Chapter 4: Geography). A mythal is an ancient form of elven magic 
created by a group of spellcasters working together to create a lasting 
magical effect over a large area. Mythals that remain today usually are 
beginning to fail but resist attempts to dispel them. They can produce 
any number of bizarre effects, including wild magic (see the Wild Magic 
section above). The exact nature of such effects varies with each mythal. 

Rune MQ^ic 

In the snowbound mountains of the North, dwarves and giants have 
dwelled for uncounted years as rivals and enemies, and their deeds 
arc only rumored in human lands. In the lore of the shield dwarves, 
runes—carefully inscribed symbols from the secret characters of the 
dwarven alphabet—can be carved to hold spells of great potency. 

Learning the Runes 

In order to use rune magic, a character must learn the Inscribe Rune 
feat (see Chapter 1: Characters) Rune magic is strongly tied to the 
dwarven and giant deities and is thus the province of divine spell- 
casters. Some students of rune magic choose to virtually abandon 
the normal practice of magic in order to concentrate on their 
chosen medium, becoming runecasters of great power. 


Creating Runes . \ 

If you know Inscribe Rune, any divine spell you currently have 
prepared can instead be cast as a rune. A rune is a temporary mag¬ 
ical writing similar to a scroll. It can be triggered once before it 
loses its magical power, but it lasts indefirfitely until triggered. A 
rune written or painted on a surface fades away when expended, 
erased, or dispelled. A rune carved into a surface remains behind 
as a bit of nonmagical writing even after its magic is expended. 

Inscribing a rune takes 10 minutes plus the casting time of the spell 
to be uicluded When you create a rune, you can set the caster level at 
anywhere from the minimum caster level necessary to cast the spell in 
question and no higher than your own leveL Wheq you create a rune, you 
make any choices that you would normally make when casting the spelL 
You must provide any material components or focuses the spell requires. 
If' casting the spell would reduce your XT total, you pay this cost upon 
rning the rune in addition to the XP cost for making the rune itself. 


7 


Inscribing 


The 


ate to the task of creating a written symbol on a surface (metal¬ 
working, calligraphy, gemeutting, stonecarving, woodcarving, and so 
on) You paint, draw, or engrave the rune onto a surface and make 
the check. (Dwarves usually engrave their runes in stone or metal in 
order to take advantage of their racial affinity for these items.) 

If the check fails, the rune is imperfect and cannot hold the spell. 
The act of writing triggers jthe prepared spell, whether or not the 
Craft check is successful, making the spell unavailable for casting 
until you rest and regain spells. That is, the spell is expended from 
your currently prepared spells, just as if it had been cast. 

A single Medium-size or smaller object can hold only one rune. 
Larger objects can hold one rune per 2f square feet (an area f feet 
square) of surface area. Runes cannot be placed on creatures. The 
rune has a base price of the spell level x caster level x 100 gp (a 0- 
level spell counts as 1/2 level) You must spend 1/2f of its base price 
in XP and use up raw materials costing half this base price. A rune’s 
market value equals its base price. 


Triggering Runes 

Whoever touches the rune triggers the rune and becomes the target 
of the spell placed in it. The rune’s creator may touch the rune 
safely without triggering it, or deliberately trigger it if he so desires. 
(Runemakers often carry healing or restorative runes for just this 
purpose.) The rune itself must be touched in order to trigger it, so 
an object with a rune may be handled safely as long as care is taken 
to avoid contacting the rune. If the spell only affects objects, then 
an object must trigger the rune. 

As with a symbol spell, a rune cannot be placed upon a weapon with 
the intent of having the rune triggered when the weapon strikes a foe. 

Unlike the spell glyph of warding, the rune spell is not concealed 
in any way and is obvious to anyone inspecting the object holding the 
rune. A read magic spell allows the caster to identify the spell held 
in a rune w ith a successful Spcllcraft check (DC If + the spell’s level) 

, v Disarming Runes 

Runes can be disarmed or deactivated in several ways. A successful 
erase spell deactivates a rune (DC If + your caster level) Touching 
the rune to erase it does not trigger the rune unless the erase spell 
fails to deactivate the rone. 

A dispel magic spell targeted on an untriggered rune can dispel its 
magic if successful (DC 11 + your caster level) Untriggered runes arc 
not subject to area dispels. Finally, a rogue can use her Disable Device 
skill to disable runes (DC 2f + the spell’s level) like any magic trap. 




Magic 


f r;* t 

circle Mci^ic 

Some of the most powerful and spectacular spells worked across 
Faerun arc cist in the form of circle magic. Circle magic is a type of 
cooperative spellcasting that allows the spellcaster leading the circle 
to increase her caster level significantly and achieve results otherwise 
unavailable to the spellcasters composing the circle. The Red Wizards 
of Thay and the Witches of Rashemen make frequent use of circle 
magic. Stories of other forms of circle magic abound in Faerun. 

Participation 

The ability to participate in circle magic requires the selection of a 
character feat—Tattoo Focus for a Red Wizard or Ethran for a 
Witch of Rashemen. 

One spellcaster, usually the most powerful or experienced charac¬ 
ter present, stands at the center of the circle. This character is the 
circle leader. A hathran must be at least 4th level in the hathran 
prestige class to be a circle leader. A Red Wizard cannot be a circle 
leader unless he is at least a fth-level Red Wizard. , 

A circle requires a minimum of two participants plus the circle 
leader. Up to five participants can aid a circle leader in a standard 
circle, but a Red Wizard of 10th level can lead a great circle con¬ 
taining up to nine participants. 

All participants in a circle must stand within 10 feet of the circle 
leader, who stands in the center. 

# 

Circle Powers 

The first use of circle magic is to empower the circle leader with the 
strength of all the participants. This requires 1 full hour of unin¬ 
terrupted concentration on the part of all participants and the circle 
leader. Each participant casts any single prepared spell, which is con¬ 
sumed by the circle and has no effect other than expending the pre¬ 
pared spell. The spell levels expended by the circle participants are 
totaled as circle bonus levels. Each bonus level may be used to 
accomplish the following effects: 

• t # • 

• Increase the circle leader’s caster level by one for every bonus 

level expended (maximum caster level 40th). 

• Add Empower Spell, Maximize Spell, or Heighten Spell metam¬ 
agic feats to spells currently prepared by the circle leader. Each 
bonus level counts as one additional spell Jevel required by the 
application of a metamagic feat to a spell. The circle leader may 
add the feats listed to a spell even if he does not know the feat or 
if the addition of the feat would raise the spell level past the cir : 
cle leader’s normal maximum spell level (maximum spell level 
20th). 

• Increase the circle leader’s level by one for level checks (dispel 
checks, caster level checks, and so on) for every bonus level 

expended (maximum level 40th). 

% 

These effects last for*24 hours or until expended. Circle bonus levels 
may be divided up as the circle leader sees fit. For example, the Red 
Wizard Hauth Var leads a circle in which four participants each cast 
2nd-lcvcl spells. Hauth Var chooses to use three circle bonus levels 
to maximize his cone of cold spell, three to increase his caster level 
from 10th to 15th level for all level-based variables in his spells, and 
two to a<Jd a +2 bonus to any level checks he needs to make. The 
maximized spell is used up whenever he casts his cone of cold> and the 
other two effects remain for the next 24 hours. Many high-level 

fAp • * 

Red Wizards lead circles on a daily basis to exact magical power 
from their apprentices. 


p ortals 

Magic portals link many places across Toril. A portal is simply a per¬ 
manent teleportation effect that safely whisks its user to a prede¬ 
termined place. Most portals lead from one place on Toril to 
another, but a few lead to other planes or other celestial bodies in 
the skies of Toril. 

Qualities of portals 

Hundreds of archmages, high priests, secret circles, monstrous races, 

and dark cabals had a hand in creating the multitude of hidden door* 

0 

ways riddling Faerun. Magic of this sort is unusually durable, and 
often survives for centuries—or millennia—after its creators have 
vanished, into history or lost any use for their handiwork. Accord¬ 
ingly, the workings of portals are mysterious and unpredictable. 
Each one is built for a reason, but all too often these reasons are lost 
when the creator passes into history or obscurity. ^ 

Tortals share some common features and qualities. All portals are 
two-dimensional areas, usually a circle with a radius ol up to IT feet, 
but sometimes square, rectangular, or another shape. The portal 
itself is intangible and invisible. 

Tortals often come in pairs or networks. A single portal is a one¬ 
way trip. There must be a matching portal at the destination to 
return. Some portals are attuned to several potential destinations 
each equipped with 4 matching portal , but most are simply two-way 
doors between one point and another far distant. Once created, a 
portal cannot be moved. . . • ' 

Detecting Portals 

/ An archway pr frame of some kind usually marks a portafs location so it 
can be found when needed and so that creatures don’t blunder into it acci¬ 
dentally. Detect magic can reveal a portal magical aura. If the portal is 
currently functioning (read)' to transport creatures^ it has a strong aura. 
If the portal is not currently able to transport creatures (usually because 
it has a limited number of uses, and they are currently exhausted), it has 
a weak aura. Strong or weak, a portal radiates transmutation magic. 

The analyze portal spell can reveal even more about a portal. 

Portal Operation 

Creatures who touch or pass through the area of the portal are 
instantly teleported to the locale the portal's builder has specified. 
(The teleportation effect is similar to teleport without error cast by 
a 17th-level caster, except that interplanar travel is possible.) It is 
not possible to poke one’s head through a portal to see what’s on the 
other side. A portal can only transport creatures that can fit through 
the portal's physical dimensions. 

If a solid object blocks the destination, the portal does not func¬ 
tion. Creatures, however, do not block portals. If a creature already 
occupies the area where a portal leads, the user is instead transport¬ 
ed to a suitable location as dose as possible to the original destina¬ 
tion. A suitable location has a* surface strong enough to support the 
user and enough space to hold the user. 

Unattended objects cannot pass though a portal. Fpr example, a 
character can carry any number or arrows through a portal but he 
cannot fire an arrow' through a portal. An unattended object that 
hits a portal simply bounces off. 

Unless the builder has preset some limit, any number of creatures 
can pass through a portal each round. A creature using a portal can 
take along up to 8TO pounds of gear. In this case, gear is anything a 
creature carries or touches. If two or more creatures touch the same 
piece of equipment, it counts against both creatures’ weight limits. 













Magic 



t 





t | “ • - | % 

This active portal gives a glimpse of what awaits on the other side 


Keyed Portals 

'Portal builders often restrict access to their creations by setting condi- * 
tions for their use. Special conditions for triggering a portal can be based 
on the possession of a portal key, the creature’s name, identity, or align¬ 
ment, but otherwise must be based on observable actions or qualities. 
Intangibles such as level, class, Hit Dice, or hit points don’t qualify. 

A keyed portal remains active for 1 full round. Any creature who 
touches the activated portal in the same round also can use the 
portal, even if such creatures don’t have a key themselves. 

Many portal keys are rare and unusual objects that the creature 
using the portal must carry. Some portals arc keyed to work only at 
a particular time, such as sunrise, sunset, the full moon, or midnight. 
Spells can serve as portal keys , as can the channeling of positive or 
negative energy. When the portal is the target of the specified spell 
or within the spell’s area or touched by its effect, the spell is 
absorbed and the portal is activated. Any form of the spell works to 
activate the portal, including spell-like effects of creatures or magic 
items and spells from scrolls. 


• Sealing Portals • 

% 

A portal cannot be destroyed by physical means or by spell effects that 
destroy objects (such as disintegrate). A successful targeted dispel magic 
(DC 27) causes a portal to become nonfunctional for ld4 rounds. Mor- 
denkainen's disjunction destroys a portal unless it makes a Will save (a 
porta?* Will save bonus is +10). The spell gate seal (described later in 
this chapter) locks a portal and prevents its operation. 

unusual portals 

Things are never certain in the many lands of Faerun, and portals are 
not always entirely reliable. Tortal-mskcn have created through design 
or mischance portals with many insidious and dangerous characteristics. 


Random Portals 

These portals can only be activated at random times. They may or 
may not require a key for activation when they are working. A fairly 
common random pattern is a portal that works until 1 d6+6 creatures 
use it, then shuts down for ld6 days. Other patterns are possible. 

Variable Portals 

These portals are hazardous in the extreme for those who arc unfa¬ 
miliar with their quirks. Creatures using these portals are transport¬ 
ed to any one of several preset locations. The destination sequence 
may follow a set pattern or may be random. 

Some variable portals have keys that allow users to choose a spe¬ 
cific destination served by the portal. Others function by transport¬ 
ing users to a default location—an inescapable dungeon, the innards 
of a volcano, or some particularly hostile outer plane— unless the 
user presents the proper key. 


Creaturf.-Only Portals 

These portals transport only the creatures that use them, not the 
creatures* clothing and equipment. Such portals are often used defen¬ 
sively to render intruders vulnerable alter they use the portals . A 
rare and more difficult variation on this type of portal transports 
creatures to one area and their equipment to another. 


Malfunctioning Portals 

j _ . ’ X V « a iA J * * W- J? | _ W 

The other types of unusual portals are generally created through 
careful effort by their makers. Malfunctioning portals, on the other 
hand, are almost always unintended. 

Over the centuries, prodigious forces have swept over Toril, pro- 
foundlv affecting magic. Because of decades (or centuries or millen- 










Magic 



ma) of magical wear and tear or the strength of the cataclysmic 
forces to which they have been exposed, many ancient dweomers 
have gone slowly awry. 'Portals are no exception. 

A malfunctioning portal is usually at least one hundred years old, 
but many are far older. Using one can have many different results. 
Roll once on Table 2-2: Portal Malfunction each time a malfunc¬ 
tioning portal is activated. If such a portal functions continuously, 
the effect indicated lasts ldlO rounds* and anyone using the portal 
during that time is subject to that effect. 

Table 2—2: Portal M alfunction 

d%. Effect 

01-OT The portal does not function, but draws magical power 

from the user in an attempt to power itself. The user is 
affected as though struck by a targeted dispel effect of a 
greater dispelling spell cast at 17th level. 

06-10 The portal does not function, but draws magical power 

from the user’s items in an attempt to power itself. A 
random number of items (ldlO) are struck by an effect 
similar to a targeted greater dispelling ca^ at 17th level. 
Use Table 10-1: Items Affected by Magical Attacks, page 
1T0 of the Player's Handbook, to determine which items 
are affected. Successful dispelling suppresses permanent 
magic items for ld4 rounds. Charged or limited-use items 
lose Id4 charges or uses as if they had been used to no 
effect and are suppressed for the same number of rounds 
(if still magical). 

11-20 The portal does not function. The user is hurled away as 

though struck by the violent thrust of a telekinesis spell 
cast at 17th level. The user is entitled to a Will save (DC 
17) to negate the effect and takes ld6 points of damage 
if hurled against a solid surface. 

21-21 The portal does not function. Instead, a w r ave of negative 

(10%) or positive energy (10%) emanates from the portal 
in a 10-foot radius. Negative energy acts just like an 
inflict serious wounds spell cast at 17th level (3d8+l? 
points of damage. Will half DC 14). Positive energy acts 
just like a cure serious wounds spell cast at 17th level. 
26-40 The portal functions, but it sends the user to the wrong desti¬ 
nation. To determine where tlw user ends up, use the table in 
the teleport spell description (page 264 of the Players Hand¬ 
book) and roll Id2080 as on the “false destination” line. 
41-10 Nothing happens. The portal does not function. 

11-100 The portal *functions normally. 

Building a portal 

Any character of at least 17th level can build, a portal if she know's 
the Create Portal feat and either the teleportation circle or gate spell. 
The portal can lead to any locale the builder has personally visited 
at least once. The portal fails if the builder chooses a destination that 
cannot safely hold her (such as inside a solid object or into thin air). 
The portal also fails if the destination is a locale where astral travel 
is blocked (see the teleport spell description). 

Base Cost: The builder must spend f0,000 gp on raw materials to 
create a single, continuously active one-way portal covering an area 
up to 10 feet in radius (about 500 square feet). The market value of 
a portal is twice its cost in raw' materials. Crafting a portal requires 
one day for each 1,000 gp in its market price, and 1/2? of the market 
price in XP (one hundred days and 4,000 XP for the base portal). 

The builder can create a second portal at the destination point, making 
a two-way portal, for hall' price (2?,000 gp, fifty days, 2,000 XP), 

Larger and Smaller Portals: A portal can be crafted as small as 1 
square foot (about a 6-inch radius) but this does not reduce the cost. 
The smallest portal usable by a Medium-size creature is 12 square feet 


(roughly a 2-foot radius). Small creatures can use portals as small as 7 
square feet (an 18-inch radius), and Tiny creatures can pass through 
portals of 2 square feet (a 10-inch radius). Diminutive and Fine crea¬ 
tures are the only beings w ho can pass through portals of 1 square foot. 

Larger portals add 100% to the base cost for each extra 500 
square feet of area or fraction of 500 square feet. Large and Huge 
creatures can pass through a standard portal, but Gargantuan and 
Colossal creatures generally need double- or triple-sized portals . 

Special Properties: Some special propcrties.add significantly to the 
cost of creating a portal . 

Keyed Portals: Keyed portals may be created at no extra cost. The 
key must be designated during the creation of the device and cannot 
be changed after that. 

Random Portals: Random portals may be created at no extra cost. 
The conditions must be designated during the creation of the portal 
and cannot be later changed. • . - 

Variable Portals: Variable portals add 2?% to the base price per 
extra destination after the first included in the device. For example, 
a continuously active portal with two variable destinations costs 
62,?00 gp to make. A continuously active portal with three variable 
destinations costs 7?,000 gp to make. 

Creature-Only Portals: Creature-only portals cost twice as much 
to make as standard portals. If the portal sends intruders’ belongings 
to some place different from the users’ destination, it is considered 
a variable portal with one extra destination. 

Limited Use: The prices and construction times noted above are 
for portals that opertite constantly, transporting anyone who passes 
through them at any time. If the portal can be used only four times 
per day or less, the base costs are reduced. . 

The materials and XP cost of a limited-use portal are based on the 
number of uses available. The materials cost is 10,000 gp x a portats 
uses per day, and the experience point cost is 800 XP X a portats uses 
per day. (Thq second portal in a two-way pair costs hall* this amount.) 
The market value is twice the materials cost. The construction time 
is one day per 1,000 gp of market value. * 

A portal usable five times per day or more is just as expensive as 
a continuously active portal. Portals usable less than once per day 
can be created by using the appropriate fraction. For example, a 
portal usable once per four days effectively has 1/4 a use per day, 
costs 2,T00 gp in materials, and 200 XP. The minimum cost of a 
limited-use portal is 1,000 gp and 80 XP for a portal usable once per 
ten days. (The portal builder can choose to have a portal operate even 
less often—once a year, for instance—but this does not reduce the 
cost or XP expenditure any further.) 

Each activation of a limited-use portal lasts 1 round. Once acti¬ 
vated, a limited-use portal can transport as many creatures as can 
touch it that round. 

sp ells of faerun 

Almost every faith of Faerun harbors secret divine spells, prayers 
and invocations known only to the initiated clergy. Hundreds of 
reclusive wizards and sinister circles devise new' arcane spells, seek¬ 
ing a purer understanding of the Art or a simple weapon other spell- 
casters lack. The temples of fallen deities and the ruins of ancient 
cities hold scrolls of powerful and dangerous spells, forgotten by the 
lesser clerics and wizards who populate Faerun today. 

The spells and domains described in the Player*s Handbook form 
the common knowledge of Faerun’s bards, clerics, druids, paladins, 
rangers, sorcerers, and wizards. Any character may acquire these 
spells in the. usual fashion. The domains and spells described here 
represent the secrets and special knowledge available to certain 
groups and individuals, plus a few Faerunian spells that have become 
common parlance among the land’s spellcasters. 




Magic 





cleric Domains 


In addition to the domains described in the T/ayer's Handbook, var- 


Granted Power: You cast creation spells at +1 caster level and gain 
Skill Focus (a +2 bonus) in the Craft skill of your choice. 


choose 


Craft Domain Spells 


These 


new domains follow all the rules prc- 1 Animate rope 
sented for domains in the description of the cleric class in the 2 Wood shape 

Tlayer's Handbook. A cleric chooses any two domains listed for his 3 Stone shape 


deity (see Chapter S: Deities). 

In the descriptions that follow, granted powers and spell lists are 
given for domains that arc presented in this book. If a domain 
description here lacks an entry for granted powers and spells, refer 
to the Vlaytr's Handbook for that information. In the listings of 
domain spells, a dagger (t) preceding a spell name signifies a spell 
described in this book. 

Air Domain 

Deities: Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Pery- 
royl, Valkur. 


4 Minor creation 
T Wall of stone 


6 fFantastic machine 

7 Major* creation 

8 Forcecage 

9 tGreater fantastic machine 


Darkness Domain 


Deities: Lolth, Mask, Set, Shar, Shargaas* 
Granted Power: Free Blind-Fight feat. 


Animal Domain 


1 

2 

3 

4 


Obscuring mist 
Blindness/deaf]ness 
tBlacklight 
tArmor of darkness 


Darkness Domain Spells 

6 Prying eyes 


8 


Nightmare 
Power word, blind 


9 Power word, kill 


T tDarkbolt 


Deities: Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fen- 
marel Mestarine, Gwacron Windstrom, Lurue, Malar, Mielikki, 


Death Domain 


Noban ion, Scbek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar. Deities: Jergal, Kelemvor, Osiris, Urogalan, Velsharoon, Yurtrus. 


Cavern Domain 

Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, 
Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar. 

Granted Power: You gain the dw r arvcn ability of stonecunning. If you 
already have stonecunning, your racial bonus for stonecunning 
increases from +2 to +4 on checks to notice unusual stonework. 

Cavern Domain Spells 


1 Detect secret doors 

2 Darkness 

3 Meld into stone 

4 Leomund’s secure shelter 

5 Passwall . 


6 Find the path 

7 Maw of stone 

8 Earthquake 

9 Imprisonment 


Destruction Domain 

Deities: Bane, Cyric, Garagos, Ilneval, Istishia, Kossuth, Lolth, 
Talona, Talos, Umber lee, Yurtrus. 

Drow Domain 

Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, 
Vhaeraun. * * 

Granted Power: Free Lightning Reflexes feat. 

Drow Domain Spells 


r Chaos Domain 

Deities: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Bcshaba, Corel- 
lon Larcthian, Cyric, Deep Sashelas> Dugmaren Brightmantle, Eilistraee, 
Erevan Ilescrc, Fcnmarcl Mestarine, Finder Wyvernspur, Garagos, Ghau¬ 
nadaur, Gruumsh, Hacla Brightaxe, Hanali Celanil, Kiaransalee, Labelas 
Enorcth, Lliira, Lolth, Lurue, Malar, Nephthys, Rillifane Rallathil, Se- 
hayiine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaun- 
dakul, Shevarash, Solonor The lan dir a, Sune, Talona, Talos, Tempus, 
Thard Harr, Tymara, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun. 

Charm Domain 

Deities. Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, 
Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune. 
Granted Power: You can boost your Charisma by 4 points once per 
day. Activating this power is a free action. The Charisma increase 
lasts 1 minute. 


1 tCloak of dark power 

2 Clairauditnce/clairvoyance 

3 Suggestion 

4 Discern lies ** 

P 

T tSpiderform 


6 Greater dispelling 

7 Word of chaos 

8 Greater planar ally 

9 Gate 


Dwarf Domain 

Deities: Abbathor, Berronar Truesilver, Clangcddin, Deep Duerra, 
Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brigh- 
taxc, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard 
Harr, Vergadain. 

Granted Power? Free Great Fortitude feat. 


Dwarf Domain Spells 


1 

2 

3 

4 
f 


Magic weapon 
Endurance 
Glyph of warding 
Greater magic weapon 
Fabricate 


6 Stone tell 

7 Dictum 

8 Protection from spells 

9 Elemental swarm 

(earth spell only) 


Charm Domain Spells 


Earth Domain 


1 Charm person 

2 Calm emotions 

3 Suggestion 

4 Emotion 

5 Charm monster 


6 Geas/qucst 

7 Insanity 

8 Demand 

9 Dominate monster 


Craft Domain 


Deities: Callarduran Smoothhands,, Dugmaren Brightmantle, Dumathoin, 
Flan dal Steelskin, Garl Glittergold, Geb, Gond, Laduguer, Moradin, Tboth. 


Deities: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, 
Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, Urogalan. 

Elf Domain 

Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep 
Sashelas, Eilistraee, Erevan Ilesere, Fcnmarel Mestarine, Hanali 
Celanil, Labelas Enorcth, Rillifane Rallathil, Sehaninc Moonbow, 
Shevarash, Solonor Thelandira. 

Granted Power: Free Point Blank Shot feat. 




Magic 



Elf Domain Spells 


1 True strike 

2 Cat’s grace* 

3 Snare 

4 Tree stride 

f Commune with nature 


Find the path 
Liveoak 
Sunburst 
Antipathy 


Evil Domain 

Deities: Abbathor, Auril, Bahgtru, Bane, Beshaba, Cyric, Deep 
Ducrra, Gargauth, Ghaunadaur, Gruumsh, Ilneval, Kiaransalee, 
Laduguer, Lolth, Loviatar, Luthic, Malar, Mask, Sebck, Selvetarm, 
Set, Shar, Shargaas, Talona, Talos, Tiamat, Umberlee, Urdlen, 
Vebharoon, Vhaeraun, Yurtrus. 

Family Domain 

Deities: Berronar Truesilvcr, Cyrrollalee, Eldath, Hathor, Isis, 
Lliira, Luthic, Yondalla. » 

Granted Power: As a free action, you mav protect a number of crea- 


Charisma 


supernatural 


level. An affected creature loses this protection if it moves me 
than 10 feet from you. You may affect yourself with this ability. 

K j. Family Domain Spells 


1 Bless 

2 Shield other 

1 Helping hand 
4 Imbue with spell ability 
T Rary’s telepathic bond 


Heroes’ feast 

7 Ref uge 

8 Protection from spells 

9 Prismatic sphere 


Fate Domain 


Beshaba, 


Granted 


rogue. If you have another class that grants the uncanny dodge abil¬ 
ity, treat your level in that class as three higher for determining 
your uncanny dodge ability. 


1 True strike 

2 Augury 

3 Bestow curse 

4 Status 

f Mark of justice 


Fate Domain Spells 

Gaas/quest 

Vision 
Mind blank 
Foresight 


Fire Domain 


Deities: Gond, Kossuth, Talos. 

Gnome Domain 

Deities: Baervan Wildwandercr, Baravar Cloakshadow, Cal 
Smoothhands, Flandal Steelskin, Gaerdal Iron hand, Garl 
gold, Segojan Earthcaller, Urdlen. 

Granted Power: You east all illusion spells at +1 caster leve 


i 


Gnome Domain Spells 


1 Silent image 

2 tGembomb 

3 Minor image 

4 Minor creation 

* 

T Hallucinatory terrain 


fFantastic machine 
Screen 

Otto’s irresistible dance 
Summon nature’s ally (earth 
elementals or animals only 


Good Domain 

, Angharradh, Anht 


i 


Wild wanderer, Baravar < 
tea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, 


Deireir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steel- 
skin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwacron 
Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, 
Ilmater, Isis, Labelas Enoreth, Lathander, Lliira, Lurue, Mar- 
thammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, No¬ 
ban ion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine 
Moonbow. Selune. Sharess. Sharindlar. Shiallia, Solonor Thelandira, 


Thard 


Halfling Domain 


Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Uro* 
galan, Yondalla. 

Granted Power: You gain the ability to add your Charisma modifier 
to your Climb, Jump, Move Silently, and Hide checks. This extraor¬ 
dinary ability is a free action that lasts 10 minutes. It can be used 
once a day. 

Halfling Domain Spells 


Magic stone 
Cat’s grace 
Magic vestment 
Freedom of movement 
Mordenkainen’s faithful hound 


Move earth 
Shadow walk 
Word of recall 
Foresight 


Hatred Domain 

Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen. 

Granted Power: Oncfc per day, as a free action, choose one opponent. 
Against that opponent you gain a +2 profane bonus on attack rolls. 


Armor Class. This 


minute. 


Hatred Domain Spells 


1 Doom 

* “ 

7 Scare 
1 Bestow curse 

4 Emotion (hate effect only) 

5 Righteous might 


Forbiddance 

Blasphemy 

Antipathy 

Wail of the banshee 


Healing Domain 


Deities: Berronar Trucsilver, Ilinatcr, Lurue, Luthic, Sharindlar, Torm. 

Illusion Domain 

Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Seha¬ 
nine Moonbow. 

Granted Power: You cast all illusion spells at +1 caster level. 

Illusion Domain Spells 


Silent image 
Minor image 
Displacement 
Phantasmal killer 
T Persistent image 


Mislead 
Project image 
Screen 
Weird 


Knowledge Domain 

Deities. Angharradh, Azuth; Deep Sashelas, Deneir, Dugmaren 
Brightmantle, Dumathoin, Gond, Gwacron Windstrom, Labelas 
Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Mponbow, Shar, 
Siamorphc, Thoth, Tyr, Waukeen. 

Law Domain 

# 

Deities: Arvoreen, Azuth, Bane, Berronar Trucsilver, Clangeddin, 
Cyrrollalee, Deep Ducrra, Gaerdal Ironhand, Gargauth, Garl Glitter- 
gold, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, 
Laduguer, Loviatar, Moradin, Nobanion, Osiri.s Red Knight, Savras, 
Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, Yondalla. 






m 
















Deities: Azuth, Corellon Larethian, Hanali Celanil, Isis, Laduguer, 
Mystra. Savras, Set, Thoth, Velsharoon 

Mentalism Domain 

Deity: Deep Ducrra. 

Granted Power: You can generate a mdntal ward, a spell-like ability 
to grant someone you touch a resistance bonus on her next Will 
saving throw equal to your level +2. Activating this power is a stan¬ 
dard action. The mental ward is an abjuration effect with a duration 
of 1 hour that is usable once per day. 

Mentalism Domain Spells 


Ocean Domain 

Deities: Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur. 

Granted Power: You have the supernatural ability to breathe water 
as if under the effect of a water breathing spell, for up to 10 rounds 
per level. This effect occurs automatically as soon as it applies, lasts 
until it runs out or is no longer needed, and can operate-multiple 
times per day (up to the total daily limit of rounds). 

Ocean Domain Spells 


1 Random action 

2 Detect thoughts 

5 Clairaudiencc/clairvoyancc 
4 Modify memory 
T Mind fog 


6 Rary’s telepathic bond 

mm m _ m 


7 

8 


Antipathy 
Mind blank 


9 Astral projection 


Metal Domain 

Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer. 
Granted Power: Free Martial or Exotic Weapon Proficiency and 
Weapon Focus with your choice of hammer. 


Metal Domain Spells 


1 Magic weapon 

2 Heat metal 

3 Keen edge 

4 Rusting grasp 
Y Wall of iron 


6 Blade barrier 
J 7 Transmute metal to wood 

8 Iron body 

9 Repel metal or stone 


Moon Domain 


Deities: Eilistraec, Hathor, Malar, Sehanine Moonbow, Selune, Sharuidlar. 
Granted Power: Turn or destroy lycanthropes as a good cleric turns 
or destroys undead You can use this ability a total number of times 
per day equal to three + your Charisma modifier. 


1 Faerie fire 

2 ,t Moon beam 

3 tMoon blade 

4 Emotion 

T tMoon path 


Moon Domain Spells 

6 Permanent image 

7 Insanity 


8 Animal shapes 

9 tMoonfire 


Nobility Domain 


Deities: Horus-Rc, Lathander, Milil, No ban ion. Red Knight, Siamorphe. 
Granted Power You have the spell-like ability to inspire allies,, giving 
them a +2 morale bonus on saving throws, attack rolls, ability checks, 
skill checks, and weapon damage rolls. Allies must be able to hear you 
speak for 1 round Using this ability is a standard action. It lasts a number 
of rounds equal to your Charisma bonus and can be used once per day. 

Nobility Domain Spells 

6 Geas/quest 


1 Divine favor 

2 Enthrall 

3 Magic vestment 

4 Discern lies 

y Greater command 


7 

8 


Repulsion 

Demand 


9 Storm of vengeance 


1 Endure elements 

2 Sound burst 

3 Water breathing 

4 Freedom of movement 
y Wall of ice 


6 Otilukc’s freezing sphere 

7 fWaterspout 

8 tMaelstrpm 

9 Elemental swarm 

(cast as a water spell only) 


Orc Domain 

Deities: Bahgtru, Gruumsh, Ilncval, Luthic, Shargaas, Yurtrus. 
Granted Power: You gain the smite power, the supernatural ability 
to make a single melee attack with a damage bonus equal to your 
cleric level (if you hit). You must declare the smite before making 
the attack. It is usable once per day. If used against a dwarf or an elf, 
you get a +4 bonus on the smite attack roll. 


Ore Domain Spells 


1 Cause fear 

2 Produce flame 

3 Prayer • 

4 Divine power 
y Prying eyes 


6 Eyebite 

7 Blasphemy 

8 Goak of chaos 

9 Power word, kill 


Planning Domain 


Deities: Gond, Helm, Ilncval, Red Knight, Siamorphe, Ubtao. 
Granted Power: Free Extend Spell feat. 

Planning Domain Spells 


1 Deathwatch 

2 Augury 

3 Clairaudience/clairvoyance 

4 Status 

y Detect scrying 


6 Heroes’ feast 

7 Greater scrying 

8 Discern location 

9 Time stop 


Plant Domain 


Deities: Angharradh, Baer van Wild wanderer, Chauntea, Eldatb, 
Fenmarel Mestarine, Gwacron Windstrom, Mielikki, Osiris, Rilli- 
fanc Rallathil. 6heela PcrvrovL Shiallia. Silvanus. Solonor Thelandi- 


Thard 


Portal Domain 


Deities: Eilistraee, Shaundakul. 

Granted Power: You can detect an active or inactive porta/ as if it 
were a normal secret door (DC 20). 

• *1 * i * ** ' ’I * t 1 Jr & |Iff Jrwk* 

Portal Domain Spells 


1 Summon monster I 

2 tAnalyze portal 

3 Dimensional anchor 

4 Dimension door 
y Teleport 


6 Banishment 

7 Etherealness 

8 Maze 

9 Gate 


Protection Domain 

Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar 
Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, 
Eldath, Gaerdal*Ironhand, Garl Glittcrgold, Geb, Gorm Gulthyn, 
Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Martham- 




64. 













Magic 



mor Duin, Moradin, Nephthys, Rillifane RallathiJ, Selune, Shaun- 


Ubtao, 


Slime Domain Spells 


galan, Valkur, Waukeen, Yondalla. 


Renewal Domain 

Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lath- 
andcr, Shiallia, Silvanus. 

Granted Power: If you fall below 0 hit points, you regain a number 
of hit points equal to Id8 + your Charisma modifier. This supernat¬ 
ural ability functions once per day. If an attack brings you to -10 

hit points or less, you die before this power takes effect. 

• # 

Renewal Domain Spells 


1 Grease 

2 MclFs acid arrow 

3 Poison 

4 Rusting grasp 

T Evard’s black tentacles 


6 Transmute rock to mud 

7 Destruction 

8 Power word, blind 

9 Implosion 


Spell Domain 

# 

Deities: Azuth, Mystra, Savras, Thoth. 

Granted Power: You get a +2 bonus on Concentration and Spcllcraft 
checks. . * 


1 Charm person 

2 Lesser restoration 

3 Remove disease 

4 Reincarnate 
T Atonement* 


6 Heroes* feast 

7 Greater restoration 

8 Polymorph any object 

9 F reedom 


Spell Domain Spells 


Retribution Domain 

lorus-Re. Kiaransalec. Loviatar. C 


1 

2 

3 

4 

r 


Mage armor 

Silence 

tAnyspell 

Rary*s mnemonic enhancer 
Break enchantment 


6 

1 


tGreater anyspell 
Limited wish 


8 Antimagic field 

9 Mordenkainen’s disjunction 


Spider Domain • 


Tyr, Uthgar. 


Deities: Lolth, Selvetarm. 


Granted Power: If you have been harmed by someone in combat, you Granted Power: Rebuke or command spiders as an evil cleric rebukes 

may make a strike of vengeance with a melee or ranged weapon or commands undead. Use this ability a total number of times per 


against that individual on your next action. If this attack 
maximum damage. You may use this supernatural ability 

Retribution Domain Spells 


1 Shield of faith 

2 Endurance 

3 Speak with dead 

4 Fire shield 

T Mark of justice 


6 Banishment 

7 Spell turning 

8 Discern location 

9 Storm of vengeance 


Rune Domain 


Deities: Dcneir, Dugmaren Brightmantlc, Jergal, Mystra, Thoth. 
Granted Power: Free Scribe Scroll feat. 

Rune Domain Spells 


1 Erase 

2 Secret page 

3 Glyph of warding 

4 Explosive runes 

f Lesser planar binding 


6 Greater glyph of warding 

7 Drawing's instant summons 

8 Sy m bol 

9 Teleportation circle 


Scalykind Domain 

Deities: Finder Wyvernspur, Sebek, Set, Tiamat, Uhtao. 

Granted Power. Rebuke or command animals (reptilian creatures and 
snakes only) as an evil cleric rebukes or commands undead. Use this 
ability a total number of times per day equal to three + your Charis¬ 
ma modifier. . * 


_ % _ _ 

Scalykind Domain Spells 


« 


1 Magic fang 

2 Animal trance* 

3 Greater magic fang 

4 Poison 


Eyebite 

Creeping doom 
(composed of tiny snakes) 
Animal shapes* 
Shapechangc 


T Animal growth* 

'Affects ophidian and reptilian creatures only. 

Hffr V* 1ft r f ^ la ' j • 

Slime Domain 

Deity: Ghaunadaur.^ 

Granted Power: Rebuke or command oozes as an evil cleric rebukes 
or commands undead. L^se this ability a total number of times per day 
equal to three + your Charisma modifier. 


day equal to three + your Charisma modifer. 


1 Spider climb 

2 Summon swarm 

3 Phantom steed 


4 


(has a vermin shape) 
Giant vermin 


Spider Domain Spells 

T Insect plague 

6 tSpider curse 

7 tStone spiders 

8 Creeping doom 

9 tSpider shapes 

Storm Domain 


Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umber 
lee. 

Granted Power: You gain electricity resistance T. 


Storm Domain Spells 


1 Entropic shield 

2 Gust of wind 

3 Call lightning 

4 Sleet storm 
T Ice storm 


6 Summon monster VI 


7 


(air spell only) 
Control weather 


8 * Whirlwind 

9 Storm of vengeance 


Strength Domain 

Deities: Anhur, Bahgtru, Clangeddin, Garagos, Gruumsh, Helm, 
Ilmater, Lathander, Loviatar, Malar, Tempus, Torm, Ulutiu, 
Uthgar. • ; |i 

Suffering Domain 

Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus. 
Granted Power: You may use a pain touch once per day. Make a 
melee touch attack against a living creature, which bestows on that 
creature a -2 enhancement penalty to Strength and Dexterity for 1 
minute on a successful attack. This spell-like ability does not affect 
creatures immune to critical hits. , 


Suffering Domain Spells 


1 Bane 

2 Endurance 

3 Bestow curse 

4 Enervation 

5 Feeblemind 


6 Harm 

7 Eyebite (sicken effect only) 

8 Symbol (pain effect only) 

9 Horrid wilting 


6s 


« 




































Magic 



•* 


Sun Domain 


Deities: Horus*Re, Lathander. 

Time Domain 

Deities: Grumbar, Labelas Enoreth. 

Granted Power: Free Improved Initiative feat. 


1 True strike 

2 Gentle repose 

3 Haste 

4 Freedom of movement 
T Permanency 


Time Domain Spells 

6 Contingency 

7 tyiass haste 

8 Fbresight 

9 Time stop 


Trade Domain 

Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen. 
Granted Power: You may use detect thoughts once per day as a spell¬ 
like ability, affecting one target and lasting a number of minutes 
equal to your Charisma bonus. Activating this power is a free action. 


Trade Domain Spells 


1 Message 

2 tGembomb 

3 tEagle’s splendor 

4 Sending 
T Fabricate 


« 


6 True seeing 

7 Mordenkainen’s magnificent 

mansion . . 

8 Mind blank 

9 Discern location 


Travel Domain 


Deities: Akadi, Baer van W ild wanderer, Brandobaris, Fenmarel Mes- 
tarinc, Gwacron Windstrom, Hoar, Istishia, Kelemvor, Lliira, 
Marthammor Duin, Mielikki, Oghma, Sehanine Moon bow, Selune, 
Sharess, Shaundakul, Tymora, Vhaeraun, Waukeen. 

Trickery Domain 

0 

Deities: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brando- 
baris, Cyric, Erevan Ilesere, Gargauth, Garl Glittergold, Lolth, 
Maak, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun. 

Tyranny Domain 

Deities: Bane, Tiamat. 

Granted Power: Add +2 to the saving throw DC of any compulsion 
spell you cast. 

Tyranny Domain Spells 


1 Command 

2 Enthrall .. 

3 Discern lies 

4 Fear 

y Greater command 


6 Geas/quest 

7 Bigby*s grasping hand 

8 Mass charm 

9 Dominate monster 


Undeath Domain 

Deities: Kiaransalee, Velsharoon. 

Granted Power: Free Extra Turning feat. 


Undeath Domain Spells 


1 Detect undcad 

2 Desecrate 

3 Animate dead 

4 Death ward 

y Circle of doom 


6 Create undead 

7 Control undead 

8 Create greater undead 

9 Energy drain 


War Domain 


Deities: Anhur, Arvoreen, Clangeddin, Corellon Larethian, Deep 
Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyn, Gruumsh, Haela 


Brightaxe, Ilneval, Red Knight, Selvetarm, Shevarash, Solonor The- 
landira, Tempus, Tyr, Uthgar. * \ 

! Water Domain 

7 \ 

Deities: Auril, Deep Sashelas, Eldath, Isis, Istishia, Scbek, Silvanus, 
Umberlee. * . • -- | 

• m * " jmm & JU* * * 

* • V 

spell Descriptions 

The spells presented here follow all the rules presented in Chapter 
10. Magic and Chapter 11: Spells in the Flayer's Handbook. 


i 


Aganazzar’s Scorcher 


Evocation [Fire] - ( 

Level: Sor/Wiz 2 ’ (j 

Components: V, S, F 

Casting Time: 1 action , ] 

Range: Close (2 S ft. 4 y ft./2 levels) 

Area: f-ft.-wide path to close range f2Y ft. + y ft./2 levels) 
Duration: Instantaneous 

Saving Throw: Reflex half , 

Spell Resistance: Yes • 

A jet of roaring flame bursts from your outstretched hand, scorch¬ 
ing any creature in a f-foot-wide path to the edge of the spell’s 
range. Aganazzar's scorcher deals ld8 points of damage per two 
caster levels, to a maximum of fd8 points of damage. 

Focus: A red dragon’s scale. 


Analyze Portal 

Divination 

Level: Brd 3, Portal 2, Sor/Wiz 3 

Components: V, S, M/DF 
Casting Time: 1 minute 

Range: 60 ft 

Area: A quarter circle emanating from you to the extreme of the 
range 

0 _ 

Duration: Concentration, up to 1 round/lcvel (D) 

Saving Throw: See text 
Spell Resistance: No 

You can tell if an area contains a magic portal. If you study an area 
for 1 round, you know the sizes and locations of any portals in the 
area. Once you fnd a portal , you can study it. (If you find more than 
one portal, you can only study one at a time.) 

Each round you study a portal, you can discover one property of 
the portal, in this order, any key or command word needed to acti¬ 
vate the portal, any special circumstances governing the portal's use 
(such as specific times w hen the portal can be activated), whether the 
portal is one-way or two-way, any of the usual properties listed in the 
Building a Portal section earlier in this chapter, and finally, a 
glimpse of the area where the portal leads. You can look at the area 
where the portal leads for 1 round. Analyze portal does not allow 
other divination spells to extend through the portal. For example, 
you cannot also use detect magic or detect evil to study the area 
where the portal leads w hile viewing the area with analyze portal. 

For each property’, you make a caster level check (ld20 + caster level) 
against DC 17. If fail, you can try again the next round. Analyze portal 
has only a limited ability to reveal unusual properties of por tals, as follows 

1 _ ♦ 

• Random Tortals: The spell reveals only that the portal is random, 

and whether it can be activated now. It does not reveal when the 
portal starts or stops functioning. 


66 


I 















Magic 


Hk I i * i 

• Variable Tortals: The spell reveals only that the portal is variable. 
If the caster studies the portal's destination, the spell reveals only 
the destination to which the portal is currently set. 

• Creature Only Tortals: The spell reveals this property. If the cast¬ 
er studies the portal's destination, the spell reveals where the por¬ 
tal sends creatures. If it is the type of portal that sends creatures 
one place and their equipment another place, the spell does not 
reveal where the equipment goes. 

• Malfunctioning Tortals: The spell reveals only that the portal is 
malfunctioning, not what sort of malfunction the portal produces. 


The- spell envelops the warded creature in a shroud of flickering 
shadows. The shroud can, if the caster desires, conceal the wearer’s 
features. In any case, it grants the subject a *3 deflection bonus to 
Armor Class plus an additional +1 for every four caster levels (max¬ 
imum bonus +8). The subject can see through the armor as if it did 
not exist and is also afforded darkvision with a range of 60 feet. 
Finally, the subject gains a +2 saving throw bonus against any holy, 
good, or light spells or effects. 

Undcad creatures that are subjects of armor of darkttess also gain 
+4 turn resistance. 


Arcane Material Components: 
A crystal lens and a small 


mirror. 


Anyspell 

Transmutation , 

Level: Spell 3 

Component*: V, S, DF (and pos¬ 
sibly M, F, and XP) 

Cuting Time: IT minutes 
Range: Personal 
Target: You 

Duration: Instantaneous 


Anyspell allows you to read and 
prepare any arcane spell of up to 
2nd level. You must have an 
arcane magical writing (a scroll 
or spellbook) on hand to cast 
anyspell. During the spell’s 1Y- 
minutc casting time, you can 
scan the spells available and 
choose one to read and prepare. 

Once you choose and prepare 
an arcane spell, you retain it in 
your mind. The prepared spell 
occupies your 3rd-level domain 
spell slot. If you read the spell 
from a spellbook, the book is 
unharmed, but reading a spell 
from a scroll erases the 


spell 



Blacklight 

Evocation [Darkness] 

Level: Darkness 3, Sor/Wiz 3 
Components: V, S, M 
Casting Time: 1 action 
Range: Close (2T ft. + T ft./2 levels) 
Area: A 20-ft.-radius emanation 
centered on a creature, object, or 
point in space * 

Duration: 1 round/lcvcl (D) 
Saving Throw. Will negates or 
none (object) 

Spell Resistance: Yes or no (object) 


from the scroll. 


When you cast the arcane 


Claws of darkness 


You create an area of total dark- 
ness. The darkness is impenetrable 
to normal vision and darkvision, 
but you can sec normally w ithin the 
blackht area. Creatures outside the 
spell’s area, even you, cannot sec 
through it • 

You can cast the spell on a point in 
space, but the effect is stationary 
unless you cast it cast on a mobile 
object You can cast the spell on a 
creature, and the effect then radiates 
from the creature and moves as it 
moves. Unattended objects and points 
in sparc do not get saving throws or 
benefit from spell resistance. 

Blacklight counters or dispels any 
light spell of equal or lower level, 
such as davlkbt. The 3rd-level cleric 


spell, it works just as though cast by a wizard of your cleric level spell 


except that your Wisdom score sets the save DC (if applicable). You 


Material Comp 


arcane 


creature. 


prepare and cast it. Your holy symbol substitutes for any noncostly 
material component. If the spell has a costly material component 
(one to which a gold piece value is assigned), you must provide it. If 


Claws of Darkness 


focus. 


XP component. 


Armor of Darkness 


Abjuration [Darkness] 

Level: Darkness 4 

Components: V, S, DF 

Casting Time: 1 action 

Range: Touch 

Target: Creature touched 

Duration: 10 minutes/level 

Saving Throw: Will negates (harmless) 

Spell Resistance: Yes (harmless) 


Illusion (Shadow) 

Level: Sor/Wiz 2 
Components: V, S 
Casting Time: 1 action 
Rang e: Personal 
Target: You 

Duration: 1 round/level (D) 
Saving Throw: Fortitude partial 
Spell Resistance: Yes .(see text) 


9 


your 


forearms to elongate and change shape into featureless claw's of inky 
blackness. Starting on your next action, you may use the* claws to 
make unarmed attacks as if they were natural weapons. (You attack 






























Magic 



with one claw and can use the other claw for an off-hand attack. If 
you hav^ multiple attacks you use them normally when attacking 
with the claws.) Attacks with the claws are melee touch attacks. Each 
claw deals ld4 points of cold damage. If you grapple an opponent, 
you deal claw, damage with each successful grapple check, and the 
grappled target is under the effect of a slow spell for as long as you 
maintain the grapple unless the opponent makes a Fortitude save. 

You can extend the claws up to 6 feet, which gives you natural 
reach of 10 fact, or retract them as a free action. 

When the spell is in effect, you may not cast spells with anything 
other than verbal components, nor n^iy you carry items with your 
hands. Any magic items worn on your hands are temporarily 
absorbed and cease functioning while the spell is active. 

Cloak of Dark Power 

Abjuration • • 

Level: Drow 1 
Components: V, S 
Casting Time: 1 action 

Range; Touch . 

Target: Creature touched 
Duration: 1 minutc/level 
Saving Throw: Will negates (harmless) 

Spell Resistance: Yes (harmless) 

Cloak of dark power creates a dusky haze around the subject. The haze 
does not interfere with vision, but the subject and anything she wears or 
carries is protected from the effects of full sunlight, even under the 
open, daytime sky of the surface world A drow subject suffers no blind¬ 
ness or bright light combat penalties while under the effects of a cloak 
of dark power. 

The subject also gains a +4 resistance bonus on saves against light 
or darkness spells or effects. 


' Create Magic Tattoo 

Conjuration (Creation) 

Level: Sor/Wiz 2 
Components; V, S, M, F 
Casting Time: 10 minutes 

Range: Touch * > 

Target or Area: Creature touched 

Deration: 1 day 

Saving Throw: None 

Spell Resistance: Yes (harmless) 

Create magic tattoo creates a single magic tattoo. The caster deter¬ 
mines the exact type of tattoo, though the selection of possible tat¬ 
toos is limited by caster level. The caster of create magic tattoo must 
have a modicum of artistic talent to sketch the desired tattoo—at 
least one rank of Craft (drawing), Craft (painting). Craft (calligra¬ 
phy), or a similar Craft skill. Inscribing a magic tattoo requires a 
Craft check. The DC varies w’ith the kind of tattoo, as noted below. 
A caster of 3rd to 6th level can inscribe the following tattoos 

(DC 10> 

• +2 resistance bonus on one type of saving throw (Fortitude, 

Reflex, or Will). . • , • V 

• +1 luck bonus on attack rolls. 

• +1 deflection bonus to AC 

A caster of 7th to 12th levels can inscribe the lower-level tattoos, 
plus the following (DC 17): 


• +2 resistance bonus on all saving throws. 

• +2 competence bonus on attack rolls. ' > 

• The ability to recall one cast 0-level, lst-level, or 2nd-level spell 
(just as though the subject were using a pearl of poiver). The cast¬ 
er chooses the spell level. 

A wizard of 13th level or higher can inscribe all of the above tat¬ 
toos plus the following (DC 20): 

• Spell resistance of 10 + 1 per six caster levels. 

• +2 enhancement bonus to any one ability score. 

• +1 level of casting ability. This increases the subject’s effective 
level, but not the total number of spells. An llth-level wizard 
raised in casting ability in this manner casts spells as a 12th-level 
wizard in terms of range, area, effect, and so on, but this tattoo 
does not provide any extra spells. 

A single creature can have only three magic tattoos at a time. Once 
a creature has three magic tattoos operating, any additional magic 
tattoos fail 

A successful erase spell removes a single magic tattoo. A success¬ 
ful dispel magic spell can remove multiple magic tattoos if targeted 
on the creature bearing the tattoos (see th^ dispel magic spell in the 
'Players Handbook ) 

Material Components: Tattoo inks in appropriate colors. 

Focus: Tattoo needles. ^ J 

Darkbolt / 

Evocation [Darkness] * I 

Level Darkness 7 x I 

Components: V, S 

Casting Time: 1 action 

Range: Medium (100 ft. + 10 ft./level) 

Effect: One ray/2 caster levels (maximum seven) 

Duration: Instantaneous (see text) 

Saving Throw: Will partial 
Spell Resistance: Yes . 

% _ __ 

You unleash beams of darkness from your open palm. You must suc¬ 
ceed at a ranged touch attack to strike your target. You can hurl one 
darkbolt for every two caster levels you have (maximum seven bolts) 
You can hurl all the bolts at once, or you can hurl one bolt per round 
as a free action, starting on the round when you cast the spelL You 
do not have to hurl a bolt every round, but if you don’t hurl the bolt 
you were entitled to that round, it is lost. If you hurl all the bolts at 
once, all your targets must be w ithin 60 feet of each other. 

A darkbolt deals 2d8 points of damage to a living creature, and 
the creature is dazed for 1 round unless it makes a Will save (a crea¬ 
ture struck by multiple bolts during the same round is dazed for a 
maximum of 1 round, no matter how* many times it fails its save) 
Undead take no damage, but are dazed if they fail their saves. 

> • i • + § j 

Eagle’s Splendor 

Transmutation 

Level: Brd 2, Hrp 2, Sor/Wiz 2, Trade 3 

Components: V, S, M/DF 

Casting Time: 1 action ' . 1 

Range: Touch • S 

Target: Creature touched 

Duration: 1 hour/level 

Saving Throw: Will negates (harmless) 

Spell Resistance: Yes (harmless) q 





















Magic 



The transmuted creature becomes more poised, articulate, and per¬ 
sonally forceful The spell grants an enhancement bonus to Charis¬ 
ma of ld4+l points, adding the usual benefits to Char ism a-based 
skills. Sorcerers and bards who receive eagle's splendor do not gain 
extra spells, but the save DCs for their spells increase. 

Arcane Material Component: A few feathers or a pinch of dung 

from an eagle. 


Elminster’s Evasion 

Evocation 

Level Sor/Wiz 9 

Components: Y r , S, M, F, XP 

Casting Time: At least 10 minutes (see text) 

Range: Personal 
Target: You 

Duration: Until discharged 


This powerful variant of the contingency spell automatically 
you and everything you carry or touch (except for otjier cr 
objects that weigh more than TO pounds) to a locale you na 


specify 


specific 


bodv, mind, and soul 


The 


w I < — 

cd, even on another plane. Also when casting the spell, you cast tele¬ 
port without err or and one or two other spells that are to take effect 
when you arrive at your destination. The ,10-minute casting time is 
the minimum total for all castings. If the companion spells have 
combined casting times longer than 10 minutes, use the combined 
casting times instead. The teleport without error spell whisks you 
through the Astral Plane to your destination, so anything that pre¬ 
vents astral travel also foils Elminster's evasion. 

The spells to be brought into effect by the evasion must be ones 
that affect your person {feather fall , levitate y fly t teleport , and so 
on) and be of a spell level no higher than one-third of your caster 
level (maximum 6th level). 

The conditions you specify to bring the spell into effect must be 
dear, although they can be general (see the contingency spell, page 
187 of the 7'layer’s Handbook ), . 

The spell pulls together your mind, body, and soul if they have 
been separated. For example, if your soul is trapped in a magic jar 
when the evasion is triggered, your soul returns to your body. (This 
breaks the magic jar * spell.) If your body or soul has been magically 
trapped (for example with a binding, imprisonment , or trap the soul 
spell \ you must succeed at a caster level check (DC 11 + the caster 
level of the person who cast the trapping spell). If you succeed, the 
trapping spell is broken and the evasion works. If you fail, the eva¬ 
sion fails. If you’re dead when you arrive at your destination, your 
soul immediately departs just as though you died at your destination. 

Material Components: Those of the companion spells, plus quick¬ 
silver; an eyelash of an ogre mage, ki-rin, or similar spell-using crea¬ 
ture; and some of your own blood, freshly drawn. Drawing the blood 
deals ld4 points of temporary Constitution damage. 

Focus: A statuette of you carved from ivory and decorated with 
gems (worth at least 1,T00 gp). You must carry the focus for the 
evasion to function. 

XT Cost: T.000 XP. 


Fantastic Machine 

Illusion (Shadow) 

Level: Craft 6, Gnome 6 

Components: V, S, DF 
Casting Time: 1 action 


Range: Medium. (100 ft. + 10 ft./level) 

Effect: A 10-ft. machine 
Duration: 1 minute/level (D) 

Saving Throw: None 
Spell Resistance: No 

Fantastic machine creates an illusory, many-armed, noisy mechan¬ 
ical construct of impressively massive appearance. You can com¬ 
mand the machine to perform any simple,, physical task that you 
can describe in IT words or less. You can order the machine to per¬ 
form the same task over and over, but you can’t change the task. 
You must specify the task when you cast the spell. The machine 
always acts on your turn in the initiative order. (It can act during 
the turn you cast the spell.) 

The machine functions as a Large (tall) animated object (see page 
17 of the Monster Manual ). It trundles over the ground at a speed 
of 40 feet. It can swim or fly at a speed of 10 feet (clumsy maneu¬ 
verability). It has 22 hit points, an Armor Class of 14 (-1 size, +T 
natural), and a hardness of 10. Its saving throw bonuses are Forti¬ 
tude +1, Reflex +1, Will -4. 

A light load for the machine is up to 230 pounds, a heavy load is 
231-460 pounds,, and a heavy load is 461-“00 pounds. The machine 
can fly or swim only when lightly loaded. 

The machine can lift a weight of up to 1,400 pounds to a height 
Of IT feet. It can push or drag 3,T00 pounds. It can excavate 7,000 
pounds of loose rock each minute (which is sufficient to clear a T-by- 
T-by-T-foot space in'3 rounds). It can excavate sand or loose soil at 
twice that rate. 

The machine has an attack bonus of +T and can make one slam 
attack each round that deals ld8+4 points of damage. It deals triple 
slam damage (3d8+12) against stone or metal. The machine can hurl 
Small rocks (if any are at hand) with an attack bonus of +3. Its range 
* increment i^ 1T0 feet, and it can throw a rock up to 10 range incre¬ 
ments. A thrown rock deals 2d6+4 points of damage. 


Fire Stride 

Transmutation [Teleportation] 

Level: Sor/Wiz 4 , 

Components: V, S • 

Casting Time: 1 action 

Range: Personal , 

Target: You 

Duration: 10 minutes/level or until expended (see text) 

You gain the ability to step into fires and move from fire to fire. 
The fires you enter and move between must be at least as big 
around as you are. Fire elcmentals and other fire creatures are not 
“fires” for purposes of fire stride , nor are sources of great heat 
such as pools of lava. 

Once in a fire, you can transport yourself to any other suffi¬ 
ciently large fire within long range (400 ft. + 40 ft./level), and you 
instantly know the locations of all suitable fires within range. Each 
transport counts as a full move action. With each casting of the 
spell, you can transport yourself one time per caster level. If a fire’s 
location doesn’t offer enough space for you (for example, a fire con¬ 
tained inside a furnace too small to hold you or a fire,already occu¬ 
pied by a big cauldron), it is not a viable destination and y<$u don’t 
sense its location. If a fire rests on a surface that can’t support you, 
it is still a viable destination and you suffer the appropriate conse¬ 
quences if you transport yourself to it. For example, if you trans¬ 
port yourself into a fire burning in a pit full of oil, you tall into the 
oil when you arrive there. 

The spell provides no protection against fire, so it is advisable to 
obtain such protection before using the spell. 



6 9 

































1 





















Flashburst 

« ; • * a * 

Evocation [Fire] 

Level: Hth 3, Sor/Wiz 3 
Components: V, S, M/DF 
Casting Time: 1 action 
Range: Long (400 ft. + 40 ft./level) 

Area: A 20-ft.-radius burst 
Duration: Instantaneous (see text) 

Saving Throw: Will partial 
Spell Resistance: Yes 

* 

Flashburst creates a blinding, dazzling flash of light. Sighted crea¬ 
tures within the area are automatically dazzled for 1 round (-1 
penalty on attack rolls), and possibly blinded for 2d8 rounds (Will 
negates). Creatures outside the area, but within 120 feet of the burst, 
can be blinded if they have line of sight to the burst (Will negates). 
The spell does not dazzle creatures outside the burst area. 

In addition to the obvious effects, a blinded character suffers a T0% 
miss chance in combat (all opponents have full concealment), loses 
any Dexterity bonus to AC, grants a +2 bonus on attackers* attack 
rolls (they are effectively invisible), moves at half speed, and suffers 
a -4 penalty on most Strength- and Dexterity-based skill checks. 
Arcane Material Component: A pinch of sulfur or phosphorus. 

Flensing 

Evocation 

Level: Sor/Wiz 8 

Components: V, S, M 

Casting Time: 1 action 

Range: Close (25* ft. + T ft./2 levels) 

Targets: One corporeal creature 
Duration: Up to 4 rounds (see text) 

Saving Throw: Fortitude partial 
Spell Resistance: Yes 

* 

You literally strip the flesh from a corporeal creature’s body. 

Each round, the target suffers pain and psychological trauma that 

_ 0 W 

literally undermines the spirit. The assault deals 2d6 points of damage 
and Id 6 points of temporary' Charisma and Constitution damage. A 
Fortitude save negates the temporary Charisma and Constitution 
damage and reduces the normal damage by half. The target can make 
a saving throw each round to reduce the damage in that round. 

flensing has no effect on creatures in gaseous form or on incorpo¬ 
real creatures. 

Material Component: An onion. 

Gate Seal • . 

• • ■ 4 • 

Abjuration 

Level: Brd 6, Clr 6 , Drd 6, Sor/Wiz 6 
Components: V, S, M 
Casting Time: 1 action 
Range: Close (2T ft. + f ft/2 levels) 

Target: One gate or portal 
Duration: Permanent • 

Saving Throw: None 
Spell Resistance: No 

You permanently seal a gate or portal . Gate seal prevents any activa¬ 
tion of the gate or portal , though the seal may be negated by a suc¬ 
cessful dispel magic cast upon the spell. A knock spell does not 
function on the gate seal, but a chime of opening dispels the spell. 
Material Component: A silver bar worth f0 gp. • . 


Gembomb s > 

Conjuration (Creation) [Force] 

Level: Gnome 2, Trade 2 
Components: V, S, M 
Casting Time: 1 action/bomb 
Range: Touch 

Targets: Up to T touched gems worth at least 1 gp each 
Duration: 10 minutes/level or until used 
Saving Throw: Reflex half (see text) 

Spell Resistance: Yes 

W J " ft 

9 

Gembomb converts up to five gems into bomljs you (and only you l 
can lob at enemies. You must hold the.gems in your hand when cast¬ 
ing the spell. 

Together, the bombs are capable of dealing ld8 points of force 
damage per two caster levels (maximum of Td8), divided up among 
the gems as you wish. A lOth-level cleric could create one fd8 bomb, 
a 3d8 and 2d8 bomb, five ld8 bombs, or any combination of five 
dice of damage and up to five gems. 

You can toss the bombs up to 100 feet with a range increment of 20 
feet. A ranged touch attack roll is required to strike the intended target. 

A gembomb blasts-its target with a rainbow-colored shower of 
magical force. A creature struck by a gembomb can attempt a Reflex 
save for half damage. 

Tossing a single gew^ww^jeounts-as an attack for you, so you usu¬ 
ally cannot toss a bomb during the turn that you cast the spell. You 
can only toss one gembomb at a time, but you can toss more than one 
each round if you have multiple attacks. 

Material Components: Up to five gems worth at least 1 gp each. 

• f * d ~ 1 * $ * *- m * f i | % V r t 

Great Shout 

Evocation [Sonic] 

Level: Sor/Wiz 8 

Components: V . ' * 1 

Casting Time: 1 action 

Range: Close (2 T ft. + T ffc/2 levels) 

Area: Cone 

# 

Duration: Instantaneous 

Saving Throw: Fortitude partial (see text) (object) 

Spell Resistance: Yes (object) 

You emit a blaring yell that stuns, deafens, and damages creatures in 
its path. All within the area take 2d6 points of sonic damage, are 
deafened for 4»rounds, and are stunned for 2 rounds. A successful 
Fortitude saving throw negates the damage, reduces deafening to 2 
rounds, and reduces stunning to 1 round. 

A deafened character, in addition to the obvious effects, suffers 
a -4 penalty on initiative and a 20% chance to miscast and lose any 
spell with a verbal component that he tries to cast. 

The great shout spell cannot penetrate the spell silence. 

Creatures with sensitive ears (such as grinrlocks) take double 
damage from the spell. Objects take normal damage, but the attack 
ignores hardness. 

Greater Anyspell 

Transmutation * . \ 

Level: Spell 6 

Components: V, S, DF (and possibly M, F, and XP) 

Casting Time: If minutes 
Range: Personal 
Target: You 

Duration: Instantaneous 


- • 2 J 
70 ' ' . 

4 ^ _ _ • 





Illustration by Carlo Arellano 



f 



Magic 





1 


<3 

i- 

l 

6 

c 

1 

i 

I 


As anyspell, except you can read and prepare any arcane spell of up 
to Tth level, and the prepared spell occupies your 6th-lcvel domain 
spell slot. 


■< -Greater Fantastic Machine 

■ 

Illusion (Shadow) 

Level: Craft 9 • 

Components: V r , S, DF 
Casting Time: 1 action 
Range: Medium (100 ft. + 10 ft.,/level) 

Effect: A 10-ft. machine 
Duration: 1 minute/levcl (D) 

Saving Throw: None 
Spell Resistance: Yes 

Greater fantastic machine 
l creates an illusory, many- 
armed, noisy mechanical con¬ 


struct of impressively massive 
appearance. 

You can concentrate on con¬ 
trolling the machine’s every 
action or specify a simple pro¬ 
gram, such as collect all the logs 
in an area and stack them in a 
neat pile, plow a field, drive 
piles, or the like. The machine 
can perform only fairly simple 
physical tasks. Directing the 
machine’s actions or changing 
its programmed movement is a 
standard action for you. The 
machine always acts on your 
turn in the initiative order. (It 
can act during the turn you cast 
the spclL) 

Except where noted below, the 
machine functions as a Large 
(tall) animated object (see the. 
Monster Manual) constructed 
from adamantine. It trundles 
over the ground at a speed of 60 
feet It can swim or fly at a speed 


(poor 


has 


Class of 20 (-1 size. 



Greater fantastic machine 


♦11 natural^ and a hardness of 

20. Its saving throw bonuses arc 

Fortitude +f. Reflex +f, and Will +0. 

The machine has a Strength score of 22. A medium load for the ation or a troll’s regeneration ability begin to function again. 

machine is up to 5*20 pounds, a medium load is T21 to 1,0*0 pounds. 


Grimwald’s Graymantle 

Necromancy 

Level: Sor/Wiz S 

Components: V, S, M 

Casting Time: 1 action . % 

Range: Medium (100 ft. + 10 ft./level) 

Targets: One creature 
Duration: 1 round/level 
Saving Throw: Fortitude negates 

Spell Resistance: Yes 

# 

You imbue a skull or bone with a pale gray radiance and then hurl 

% _ 

(or touch) the skull or bone to hit a target creature. You can attack 

with the skull on the round 
you cast the spell, but other¬ 
wise it is a standard action. 

If the skull or bone hits 
the target, the gray radiance 
is transferred from the skull 
to the creature, covering'it 
entirely. For the duration of 
the spell, the creature cannot 
regain hit points or ability 
* score points by any means. 
Nor can the creature remove 
negative levels. Natural 
regeneration (such as that of 
trolls) is stopped, as are the 
effects of a ring of regenera¬ 
tion, potion of healing , or 
staff of curing. Spells that 
return lost hit points (cure 
light wounds , heal) do not 
work on that individual. 
Other necromantic spells 
function normally, including 
those that cure other afflic- 
tions ( disease, blindness ). 
Those that remove hit points 
(cause light wounds) are 
unaffected by the spell. The 
subject can improve his cur¬ 
rent hit points by boosting 
his Constitution score and 
can receive temporary hit 
points (from an aid spell, for 
example). 

Upon the expiration of the 

spell, automatic healing abilities and items such as a ring of regener- 


The 


The machine 


swim only when lightly loaded. 

The machine can lift a weight of up to 5,120 pounds to a height 
Of If feet. It can push or drag 7,800 pounds. It can excavate 20,000 
pounds of loose rock each minute (which is sufficient tc 


Lesser Ironguard 


loose 


twice 


Abjuration • 

Level: Sor/Wiz Y 
Components: V, S, M 
Casting Time: 1 action 

The machine makes slam attacks with an attack bonus of +17/+12 Range: Touch 
for 1J8+9 points of damage.* It deals triple slam damage (3d8+27) Target: Creature touched 
against stone or metal. The machine can hurl Small rocks (if any; are Duration: 1 round/levcl 
at hand) with an attack bonus of +12/+7. Its range increment is 1Y0 


(harmless) 


feet, and it can throw a rock up to 10 range increments. A thrown Spell Resistance: Yes (harmless) 
rock deals 2d6+9 points of damage. • 



71 




















Magic 


f 

You or a creature you touch becomes immune to nonmagical metaL 
Meta! itqms (including metal weapons) simply pass through you, and 
you can walk through metal barriers such as iron bars. Magic metal 
affects you normally, as do spells, spell-like abilities, and supernatu¬ 
ral effects. Attacks delivered by metal items (such as poison on a 
dagger) affect you normally. If the spell expires while metal is inside 
you, the metal object is shunted out of your body (or you away from 
the metal, if it is an immovable object such as a set of iron bars). You 
and the object each take ld6 points of damage as a result (ignoring 
the objects hardness for determining damage to it)u 

Because you pass through metal, yQu may ignore armor bonuses 
from metal armor on opponents you attack with unarmed attacks. 
Material Component: A tiny shield of wood, glass, or crystal. 

Maelstrom 

Conjuration (Creation) 

Level: Ocean 8 
Components: V, S, DF 
Casting Time: 1 full round 
Range: Long (400 ft. + 40 ft./level) 

Effect: A whirlpool 120 ft. wide and 60 ft. deep 

Duration: 1 round/level 

Saving Throw: Reflex negates (and sec text) 

Spell Resistance: No 

Maelstrom causes a deadly vortex to form in water. A body of water 
at least 120 feet wide and 60 feet deep must be present, or the spell 
is wasted. 

Waterborne creatures or objects within TO feet of the vortex 
(below' and on all sides) must make successful Reflex saves or be 
sucked in. Trained swimmers can attempt Swim checks instead if 
their skill modifier is higher than their Reflex save bonus. Water¬ 
borne vessels avoid being sucked in if their operators make Profes- 7 
Sion (sailor) checks against the same DC as the spell’s saving throw. 
These creatures take 3d8 points of damage upon being sucked in. 

Once inside, creatures and objects take 3d8 points of battering 
damage each round. They remain trapped for 2d4 rounds. Subjects 
of Large or smaller size are ejected from the bottom of the vortex. 
Larger subjects are ejected from the top. 

Maw of Stone 

Transmutation 

L$vel; Cavern 7 

Components: V, S, DF 

Casting Time: 1 action 

Range: Close (2T ft. + T ft/2 levels) 

Effect: One cave mouth or natural chamber up to IT ft. high and 
wide . • * - ’ 

Duration: 10 minutes/level (D) 

Saving Throw: None 
Spell Resistance: No 

You cause a single natural opening or natural chamber to become 
animated. The opening or chamber cannot move, but it can attack. 
You can order it to attack any creature, or a specific type of crea¬ 
ture. You also can order it to attack under a specific circumstance, 
such as when creatures try to leave or when they touch something. 

An animated opening can only attack creatures that try to move 
through it. An animated chamber can attack every creature inside. 
Only one maw of stone can be in effect on a particular opening or 
chamber at a time. 

The animated opening or chamber has a Strength score of 30 
and an attack bonus equal to your level + your Wisdom modifier + 

7 for its Strength. If it has any single dimension (height, length, or 


width) of 8 feet or more, it has a -1 size penalty on attack rolls for 
being Large. ^ 

An animated opening can make one grapple attack each round 
against a creature passing through. If it succeeds with its grab 
attempt, it makes a grapple check and deals 2d6+10 points of 
normal damage with a successful hold. A Large opening gains a +4 
special size modifier and deals 2d8+10 points of damage. 

An animated chamber works the same way, except that it can 
make a separate attack against every creature inside. 

The animated stone has an Armor Class of IT, or 14 if Large (-1 
size), and a hardness of 8. An opening has 40 hit points (60 if 
Large). A chamber has 60 hit points (90-if Large). 

ft — * ^ * g I M 

Moon Blade 

Evocation J 

Level: Hth 3, Moon 3 

Components: V, S, M/DF * • ^ 

Casting Time: 1 action 

Range: 0 ft 

Effect: A swordlike beam 
Duration: 1 minufcc/levcl (D) 

Saving Throw: None ♦ 

Spell Resistance: Yes _ ] 

A 3-foot-long, blazing beam of moonlight springs forth from your 
hand. Anyone who can cast moon blade can wield the beam with profi¬ 
ciency'. However, if you are profdent with any type of* sword, you can 
wield the beam as if it were any type of sword and thus gain the bene¬ 
fits of any special sword skill you might have, such as Weapon Focus. 

Attacks with the moon blade are melee touch attacks. Its strike 
saps vitality or life force, causing no visible wounds but dealing 
ld8 points of damage plus 1 point per two caster levels (to a max¬ 
imum of +1T) to any type of creature except undead. Undead are 
visibly wounded by a moon blade . Their substance boils away from 
its touch, and they take 2d8 points of damage plus 1 point per 
caster level (to a maximum of +30) per blow. The blade is imma¬ 
terial, and your Strength modifier does not apply to the damage. 

A successful moon blade strike temporarily scrambles magic. On 
the target’s next turn after a hit from a moon blade , the creature 
must make a Concentration check to use any spell or spell-like abil¬ 
ity. The DC is 10 + points of damage dealt + spell level. (An oppo¬ 
nent hit by a moon blade w hile casting a spell must make the usual 
Concentration check to avoid ruining the spell in addition to the 
check on its next turn.) 

f jh * ^ f 

The moon blade spell has no connection with the magic items 
known as moonblades borne and made by some elves. 

Arcane Material Component: A small candy made with winter- 
green oil. 

Moon Path 

Evocation [Force] • ' 

Level: Hth T, Moon T 

Components: V, S, M/DF 

Casting Time: 1 action 

Range: Medium (100 ft. + 10 ft./level) 

Effect: A variable-width, glowing white stair or bridge of translu¬ 
cent force up to IT ft./level long-(sec text) 

Duration: 1 minute/level (D) 

Saving Throw: None (see text) , s j 

Spell Resistance: No 

I | Jh k v* • | m 

0 

Moon path allows'you to create a stair or bridge from one spot to anoth¬ 
er. The effect is a railless ribbon of glow ing white translucent force like 























Magic 



i glass strip. The strip can be from 5 to 20 feet wide as you decide. (You 
can vary the width over the ribbon’s length if you want) It sticks to its 
endpoints unshakably, even if these endpoints are in midair. 

At the time of casting, you designate up to one creature per caster 
level to receive extra protection w hile standing on or moving along the 
mcon path. Protected creatures gain the benefts of a sanctuary. This 
works exactly like the lst-level spell sanctuary except that the save DC 
is IT + your Wisdom modificr, and any subject of the spell w ho attacks 
breaks the sanctuary effect for all subjects. Protected creatures also stick 
to the top of the moon path as though they liave received spider climb 
spells A creature loses both benef.ts immediately when it leaves the path. 

Unlike a wall of force, a moon path can be dispelled. It is otherwise 
similar to a wall of force in that it needs no supports and it is immune 
to damage of all kinds. A disintegrate blasts a hole 10 feet square 


A cone of fiery, white moonlight springs from your hand. Living 
creatures in the area feel an unnatural chill and take ld8 points of 
damage per two caster levels, to a maximum of 10d8. Undead and 
shapechangers take double damage. This application of the spell 
allows a Reflex save for half damage. 

All magical auras within the cone glow w ith a faint blue light for 
1 round per caster level. Disguised, shapechangcd, or polymorphed 
creatures and objects in the spell’s area at the time the spell is cast 
must make Will saves or immediately return to their normal forms. 
Even if the save succeeds, they remain covered in ghostly white out¬ 
lines that show their true forms for 1 round per caster level. 

The entire area covered by the cone glows silver white for 1 round 
per caster level. This radiance is as bright as the light of a full moon 
and negates electricity for 1 round per caster level unless the crea- 


mg the rest of the path intact. (If the moon path is 10 feet wide or turc generating it makes a caster level check against a DC equal to 


less, this merely creates a 10-foot gap.) A hit from a rod of cancella¬ 
tion, a sphere of annihilation , or Mordenkaineris disjunction destroys a 
r/t non path . Spells and breath weapons cannot pass through a moon 
path, although dimension door, teleport , and similar effects can bypass 
the barrier. It blocks ethereal creatures as well as material creatures. 

Gaze attacks cannot operate through th q moon path. 

A moon path must be straight, continuous, and unbroken when 
formed. If its surface is broken by any object or creature, the spell 
fails. The bridge version of the spell must be created flat. The stair Transmutation 


the caster’s level. If an electricity effect is generated outside the glow¬ 
ing cone, the cone blocks the electricity effect if the caster level 
check fails. If an electricity effect is generated inside the glowing 
cone, the cone completely negates the electricity effect if the caster 
level check fails. 


SCATTERSPRAY 


version cannot rise or descend any more sharply than 4T degrees. 
Arcane Material Component: A white handkerchief. 


Moonbeam . > 

Evocation [Light] 

Level: Hth 2, Moon 2 * 

Components: V, S, M/DF 
Catting Time: 1 action 
Range: Close (2f ft. + f ft./2 levels) 

Area: Cone 

Duration: 1 minute/level (D) 

Saving Throw: None or Will negates (see text) 

Spell Resistance: No 

A cone of pale moonlight springs from your hand. On your turn 
each round, you can change the direction the cone points. 

Light from a moonbeam does not adversely affect creatures that 
arc sensitive to light, but lycanthropes in humanoid form caught in 
the cone must make Will saves to avoid involuntarily assuming their 
animal forms. Lycanthropes in animal form can change out of it on 
their next turn (spending a round in animal form). However, if they 
are still in the area of the spell, they must succeed at a Will save to do Components: V, S, M 


Level: Hrp 1, Hth 1, Sor Wiz 1 * 

Components: V, S 

Casting Time: 1 actibn 

Range: Close (2f ft. + f ft./2 levels) 

Target: Six or more Diminutive or Fine objects, all within 1 ft. of 
each other, whose total weight does not exceed 2T lb. 

Duration: Instantaneous 

t 

Saving Throw: None (see text) 

Spell Resistance: No 

A * * p , ■> ^ * *• # • . 

You can point to a collection of little, unsecured items and cause 
them to fly off in all directions simultaneously. The spray of items 
makes a burst with a 10-foot radius. If the items are fairly hard or 
sharp (such as stones, sling bullets, coins, or the like), creatures in the 
burst take ld8 points of damage. A successful Reflex save negates 
this damage. Eggs, fruit, and other soft objects can be used, but the 
damage then dealt is subdual damage. 


Shadow Mask 


Illusion (Shadow) 

Level: Hrp 2, Sor/Wiz 2 


sa Once a lycanthrope successfully saves against moonbeam , it is not 
affected by any more of your moonbeam spells for 24 hours. 

Moonbeam penetrates any darkness spell of equal or lower level, 
but does not counter or dispel it. Darkness spells of higher level 
block a moonbeam . 

Arcane Material Component: A pinch of white powder. 


MOONFfRE 


Evocation [Light] 

Level: Moon 9 

Components: V, S, DF 

Casting Tune: 1 action 

Range: Close (2T ft. + f ft./2 levels) 

Area: Cone 

Duration: Instantaneous (see text) 
Saving Throw. Reflex half (see text 

Spell Resistance: Yes 


Casting Time: 1 action 
Range: Personal 
Target: You 

Duration: 10 minutes/level (D) 

You cause a mask of shadows to form around your face. It does not 
impede your vision, cannot be physically removed, completely hides 
your features, and protects you against certain attacks. You receive 
a +4 bonus on saving throws against light or darkness spells and any 
spells that rely on bright light for damaging effect*, such as the 
flare spell or the fireworks effect of pyrotechnics. You also gain a 
TO % chance each round to avoid having to make a saving throw 
against gaze attacks* just as if you averted your eyes. If you avert 
your eyes while using shadow/ mask, you get to check twice to see if 
you avoid having to make the saving throw. 

When the spell’s duration ends, the shadow/ mask fades over the 
course of ld4 rounds (rather than immediately), giving you time to 
keen vour face hidden via other means. A successful disvel mazic 



t 

























Magic 



cast against a shadoiv mask effectively ends the spell and causes the 
same slo^' fading. 

Material Component: A mask of black cloth. 


Shadow Spray . 

Illusion (Shadow) 

Level: Sor/Wiz 2 

Components: W, S, M 

Casting Time: 1 action 

Range: Medium (100 ft. + 10 ft/level) 

Area: f-foot radius burst 4 

Duration: 1 round/levcl 

Saving Throw: Fortitude negates (see text) 

Spell Resistance: Yes 

\ou cause a multitude of ribbonlike shadows to instantaneously 
explode outward from the target point. Creatures in the area take 2 
points of temporary Strength damage, are dazed for 1 found, and 
suffer a -2 morale penalty on saving throws against fear spells and 
effects. The fear penalty ends when the shadow spray spell does, but 
the temporary Strength damage is instantaneous. 

Material Component: A handful of black ribbons. 


Sxilloc’s Snowball Swarm 

Evocation [Cold] . 

Level: Sor/Wiz 2 

Components: \ r , S, M 

Casting Time: 1 action 

Range: Medium (100 ft. + 10 ft./levcl) 

Effect: lO-ft.-radius burst 
Duration: Instantaneous . 

Saving Throw: Reflex half 
Spell Resistance: Yes 

A flurry of magic snowballs erupts from a point you select. The 
swarm of snowballs deals 2d6 points of cold damage to creatures 
and objects within the burst. For every two caster levels beyond 
■>rd, the snowballs deal an extra die of damage, to a maximum of 
TdC> at 9th level or higher. 

Material Component: A piece of ice or a small white rock chip. 


Spider Curse 

Transmutation [Mind-Affecting] 

Level: Spider 6 

Components: V, S, DF 

Casting Time: 1 action 

Range: Medium (100 ft. + 10 ft/level) 

Target: 1 humanoid of Medium-size or smaller 
Duration: 1 day/level 
Saving Throw: Will negates 
Spell Resistance: Yes 



ity, and Constitution scores may affect final Armor Class, attack, and 
save bonuses.) The subject’s equipment remains and continues to 
function as long as it fits a drider’s body shape. Otherwise it is sub¬ 
sumed into the new form and ceases to function for the duration of 


tne speu. Retained items include anything worn on the upper body 
(head, neck, shoulders, hands, arms, and waist). Nonfunctioning items 
include anything worn on the legs, feet, or the whole body (armor, 
robes, vestments, and boots). 

The subject’s bite delivers a poison with a Fortitude save DC of 16 
your Wisdom bonus. Initial and secondary damage is ld6 points of 
temporary Strength damage. 

Your control over the subject is like that provided by a dominate 
person spell, (You telepathically control the (feature so long as it 
remains within range.) . * 

Although spider curse is similar to polymorph other , it does not 
heal damage or cause disorientation. 


Spider Shapes 

Transmutation 

Level: Spider 9 

Components: \ r , S, DF 

Casting Time: 1 action 

Range: Close (2f ft. + ? ft./2 levels) 

Targets: One willing creaturc/level, all within 30 ft. of each other 
Duration: 1 hour/level (D) ^ 

Saving Throw: None (sec text) 

Spell Resistance: Yes (harmless) 


As polymorph other , except you polymorph up to one willing creature 
per level into a monstrous spider of any size from Tiny to Huge as 
you decide (see page 208 of the Monster Manual). All the creatures 
you transmute must become spiders of the same size. The spell has 
no effect on unwilling creatures. 

Subjects remain in the spider form until the spell expires or you 
dismiss the spell for ail subjects. In addition, an individual subject 
may choose to resume her normal form as a full-round action. 
Doing so ends the spell for her and her alone. 

Parts separated from the resulting spiders do not revert to 
their original forms, so the resulting spiders have poisonous bites. 

Creatures poly morphed by spider shapes don’t suffer the disori¬ 
entation penalty' that those transformed by polymorph other often 
do. Subjects of spider shapes regain hit points as though they had 
rested for a day. . ‘ M 


Spiderform 

Transmutation i 

Level: Drow S 

Components: V, S, DF - 

Casting Time: 1 action 

Range: Personal 

Targets: You 

Duration: 1 hour/level (D) 


\ou turn a humanoid into a driderlike creature that obeys your 
mental commands. * 

The transmuted subject gains a spider’s body with a humanoid 
head, arms, and torso, just like a drider. 

The subject has a drider’s speed, natural armor, bite attack, and 
poison (but see below). The subject gains a +4 bonus to its Strength, 
Dexterity, and Constitution scores. 

The subject retains its Intelligence, Wisdom, and Charisma scores, 
level and class, hit points (despite any change -in Constitution score), 
alignment, base attack bonus, and base saves. (New' Strength, Defter* 


You can polymorph into a drider or Tiny, Small, Medium-size, or 
Large monstrous spider (see the Monster Manual). You regain lost 
hit points as if you rested for a day on the initial transformation. 
The spell lasts until you decide to resume your normal shape. 

You acquire the physical and natural abilities of the creature you 
polymorph into, including natural size. Strength, Dexterity, and Con¬ 
stitution scores, armor, attack routines, and movement capabilities. 

Unlike polymorph self \ you acquire the poisonous bite and web- 
spinning ability of whichever spider form you choose. You do not 
suffer any disorientation. 






Magic 



■I k •’ 

You retain your Intelligence, Wisdom, and Charisma scores, level 
and class, hit points (despite any change in Constitution score), align¬ 
ment, base attack bonus, and base saves. (New Strength, Dexterity, and 
Constitution Scores may affect final attack and save bonuses.) You can 
cast spells and use magic items if you choose dridcr form, but no other 
spider form is capable of spellcasting or manipulating devices. 

If you choose drider form, your equipment remains and continues 
to function as long as it fits a drider’s body shape. Retained items 
include anything worn on the upper body (head, neck, shoulders, 
hands, arms, and waist). Otherwise your equipment is subsumed into 
the new form and ceases to function for the duration of the spell. 


wr . ’ ■ Stone Spiders 

Transmutation 

Level: Spider 7 . • 

Components: V, S, DF 

Casting Time: 1 full round , / 

Rmge: Close (2T ft. + f ft./2 levels) 

Target*: Id? pebbles or Id? vermin, no two of whi<;h can be more 
than ?0 ft. apart 
Duration. 1 round/level (D) 

Saving Throw: None 
Spell Resistance: No 

You transform Id? pebbles into stone constructs that resemble 
monstrous spiders. The constructs can be any size from Tiny to 
Huge as you decide, but all the constructs you create must be the 
same size. The constructs have the same statistics as monstrous spi¬ 
ders (sec page 208 of the Monster Manual) of the appropriate size, 
except as follows: 

Their natural armor increases by +6. 

They have damage reduction ?0/+2. 

Their poison has a Fortitude save DC of 17 + your Wisdom mod¬ 
ifier. Initial and secondary damage is Id? points of temporary 
Strength damage. 

If the constructs can hear your commands, you can direct them 
not to attack, to attack particular enemies, or to perform other 
actions. Otherwise, they simply attack your enemies to the best of 

their abilities. . - *• 

Alternatively, you can cast stone spiders on Id? vermin of any 
type or size. The affected vermin gain the benefits of a stone skin 
spell (damage reduction 10/+Y) for 1 round per caster level 


Thunderlance 

Evocation [Force] 

Level: Sor/Wiz 4 
Components: V, S, M 
Casting Time: 1 action 

Ringe: 0 ft. 

Effect: A spearlike beam 
Duration: 1 round/level (D) 

Saving Throw: None 
Spell Resistance: Yes 


A faint, gray, shimmering force in the general shape of a staff or 
spear springs from your hand. You can freely make the force retract 
or grow to any size from 1 foot to 20 feet, but it always remains a 
straight lance of force. This gives you natural reach of 20 feet. You 


use 




The thunderlance strikes as a Huge longspear, dealing a base 2d6 
points of damage (crit x?). You only need one hand to wield the 
thunderlance, and you suffer no nonproficiency penalties if you do 
not have Martial Weapon Proficiency (longspear). The thunder¬ 
lance strikes with a Strength score equal to 12 your caster level 
(maximum +1Y) which replaces your own Strength score when you 
make attack and damage rolls with the spell. 

If you successfully strike a target protected by any force effect of 
?rd level or lower, such as a shield or mage armor spell, the thun¬ 
der lance may dispel the force effect in addition to damaging the 
target. Make a dispel check against the caster who created the effect. 
If you succeed, the effect is dispelled. The thunderlance remains 
whether you succeed or fail at this check. 

You can choose to attack objects or to use the Strength score of 
the thunderlance for Strength scores involving breaking or damag¬ 
ing items. - 

Material Component; A small metal spear. 


W ATERSPOUT 

P A ^ # 

Conjuration (Creation) * • 

Level: Ocean 7 

Components: V, S, DF 

Casting Time: 1 full round 

Range. Long (400 ft. + 40 ft./lcvel) 

Effect: A cylinder 10 ft. wide and 80 ft. tall 
Duration: 1 round/Wvel 
Saving Throw: Reflex negates 
Spell Resistance: No 

Waterspout causes water to rise up into a whirling, cylindrical 
column. A body of water at least 10 feet wide and 20 feet deep must 
be present, o/ the spell is wasted. If the waterspout encounters insuf¬ 
ficient depth after it has formed, it collapses. 

The waterspout moves at a speed of ?0 feet and must remain 
over water. You can concentrate on controlling the waterspout’s 
every movement or specify a simple program, such as move 
straight ahead, zigzag, circle, or the like. Directing the waterspout’s 
movement or changing its programmed movement is a standard 
action for you. The waterspout always moves during your turn in 
the initiative order. If the waterspout exceeds the spell’s range, it 
collapses and the spell ends. 

The waterspout batters creatures and objects it touches, and it 
often sucks them up. Any creature or object that comes in contact 
w'ith the w r aterspout must succeed at a Reflex save or take ?d8 
points of damage. Medium-size or smaller creatures who fail their 
save are sucked into the spout and held suspended in its powerful 
currents, taking 2d6 points of damage each round with no save 
allowed. Trapped creatures remain inside for Id? rounds before the 
waterspout ejects them out the top of the spout, and they fall back 
to the surface (taking falling damage) ld8xY feet from the base of 
the waterspout. 

Waterborne creatures or objects within 10 feet of the spout 
(below- and on all sides) also must make successful Reflex saves or 
be sucked into the spout if they are Medium-size or smaller. Any¬ 
thing sucked into the spout takes ?d8 points of damage and is then 
trapped for Id? rounds as explained above. • 

Only the smallest canoes, kayaks, or coracles can be sucked into 
the spout. The occupant of any such craft may make a Profession 
(sailor) check instead of a Reflex save (his choice) to avoid being 
sucked up. r *